[0.14.21] Modpack: Farlands v0.14.7
Re: [0.12.33] Modpack: Farlands v0.1.12
Oh thank you so much! Well i gotta try to add another Turbine i guess then.
And btw i really enjoy the recource refining mod, it´s quite a challenge but also a very rewarding experience!!
And btw i really enjoy the recource refining mod, it´s quite a challenge but also a very rewarding experience!!
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Re: [0.12.34] Modpack: Farlands v0.1.13
Updated to v0.1.13.
Changelog
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires
Mods (current): Resource Labels
Mods (old): Biter Spires
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Re: [0.12.34] Modpack: Farlands v0.1.13
Hurray, finished a playthrough with my own modpack! Took me just 55h or so.
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires
Mods (current): Resource Labels
Mods (old): Biter Spires
Re: [0.12.34] Modpack: Farlands v0.1.13
Wow,this modpack is tough to start off on,but it's so fun! Best one I've found so far! Thanks!
Re: [0.12.34] Modpack: Farlands v0.1.13
Same problem as some others atm, 12h in and just researched plastic, suddenly the crafting wont register that I can make wood from logs unless I do it manually Bit of a pain. Is there any way to priorities one recipe over another?
Also I have had to search a very long distance to find any biters heh, may restart with different settings!
What settings do people use for it? I started on all default.
Also I have had to search a very long distance to find any biters heh, may restart with different settings!
What settings do people use for it? I started on all default.
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Re: [0.12.34] Modpack: Farlands v0.1.13
Sadly not, as already said.Oxygene wrote:Same problem as some others atm, 12h in and just researched plastic, suddenly the crafting wont register that I can make wood from logs unless I do it manually Bit of a pain. Is there any way to priorities one recipe over another?
Also I have had to search a very long distance to find any biters heh, may restart with different settings!
What settings do people use for it? I started on all default.
If you reduce the starting area size the first biters will spawn closer to you. I mentioned that in the original post.
I might tweak Misanthrope a bit, because if you regularly clean biter bases around your perimeter, they won't bother you and the evolution rate stays around 50%, which only makes medium biters and spitters spawn.
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires
Mods (current): Resource Labels
Mods (old): Biter Spires
Re: [0.12.34] Modpack: Farlands v0.1.13
Yeah I saw that in the OP, but was hoping there was a tweak or console command to create a spattering of spawns or something.
Re: [0.12.34] Modpack: Farlands v0.1.13
Yeah I agree some Misanthrope tweak would be nice. The only time we got any biter problem was when we never bothered cleaning them AND generated tons of polution. Evolution went as high as 70% but we started using efficiency module and it's back to 50%. Word of warning though, when they actually were a problem, they also generated tons of lag, with misanthrope they tend to make huge group and seldom attack. When we actually found out it was them we were around 20 ups and killed them with a command to get instantly back to 60. Now we clean them regularly, but I prefered when our walls were under constant threat, it's another thing to do.
Autofill don't use nuculars ammo btw. Also it make cleaning biter a breeze, simply leave with a couple sniper turret and you're unstoppable, instantaneously raising a loaded wall of turret is a bit OP IMO.
Macromanager turret still cause desync issue sadly, it's less frequent, but when we add new turret it's a desync galore.
Autofill don't use nuculars ammo btw. Also it make cleaning biter a breeze, simply leave with a couple sniper turret and you're unstoppable, instantaneously raising a loaded wall of turret is a bit OP IMO.
Macromanager turret still cause desync issue sadly, it's less frequent, but when we add new turret it's a desync galore.
Re: [0.12.34] Modpack: Farlands v0.1.13
I just noticed the angel infinite ores update, maybe it would be a good idea to tweak the minimum value down a bit. Currently @ 0.2 there's no actual need to leave the starting area. With the infinite ore you can simply put some advanced drill and some speed modules and get all the ores you want easily. At the cost of some pollution, but still. It's pretty sad but we're about medium-late game (We could launch a rocket with some effort but that's not the goal for now) and we never left the starting area. I will eventually need to as I'm currently setuping a processing factory and I want to use the advanced refining recipe to get exactly the metal I want, but I have no jivolite nor crotinnium. I could probably sustain it still with a minimum yield of 0.1, maybe I'll try it at 0.05.
While I'm at it, if you tweak misanthrope to actually be a threat, consider adding the Red Alerts mods, it add a new alerts level when a building is actually destroyed, as it can go unnoticed if you're constantly being under attack but usually the robots repair everything. It also add low power detector, which is nice.
While I'm at it, if you tweak misanthrope to actually be a threat, consider adding the Red Alerts mods, it add a new alerts level when a building is actually destroyed, as it can go unnoticed if you're constantly being under attack but usually the robots repair everything. It also add low power detector, which is nice.
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Re: [0.12.34] Modpack: Farlands v0.1.13
You could simply turn off the infinite ores in the starting area, there is an option for that in the RSO config.Asekhan wrote:I just noticed the angel infinite ores update, maybe it would be a good idea to tweak the minimum value down a bit. Currently @ 0.2 there's no actual need to leave the starting area. With the infinite ore you can simply put some advanced drill and some speed modules and get all the ores you want easily. At the cost of some pollution, but still. It's pretty sad but we're about medium-late game (We could launch a rocket with some effort but that's not the goal for now) and we never left the starting area. I will eventually need to as I'm currently setuping a processing factory and I want to use the advanced refining recipe to get exactly the metal I want, but I have no jivolite nor crotinnium. I could probably sustain it still with a minimum yield of 0.1, maybe I'll try it at 0.05.
While I'm at it, if you tweak misanthrope to actually be a threat, consider adding the Red Alerts mods, it add a new alerts level when a building is actually destroyed, as it can go unnoticed if you're constantly being under attack but usually the robots repair everything. It also add low power detector, which is nice.
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
Re: [0.12.34] Modpack: Farlands v0.1.13
Ooh, that's nice, and any remote location would have an hard time dealing with the biter so pollution is a real issue, I like it =) sadly my game's a bit too late for that so I'll reduce the minimum yield instead, I don't have the discipline to simply not use the infinite ore I already have =). But it's good to know, I'll keep that in mind for my next playthrough thanks.Arch666Angel wrote:You could simply turn off the infinite ores in the starting area, there is an option for that in the RSO config.
By the way, your mods are simply awesome, the whole refining process is challenging and interesting. Can't wait for a viable version of petrochem =)
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Re: [0.12.34] Modpack: Farlands v0.1.13
That's one problem with the infinite resource mechanic in factorio, there is a point when the calculation/lower yield breaks, because the machine mining it gets so fast and strong that it doesn't matter. One thing I have in mind is to give the infinite ore a probability from the start, even with a 100%+ yield, which would degrade even more when the yield begins to drop.Asekhan wrote:Ooh, that's nice, and any remote location would have an hard time dealing with the biter so pollution is a real issue, I like it =) sadly my game's a bit too late for that so I'll reduce the minimum yield instead, I don't have the discipline to simply not use the infinite ore I already have =). But it's good to know, I'll keep that in mind for my next playthrough thanks.Arch666Angel wrote:You could simply turn off the infinite ores in the starting area, there is an option for that in the RSO config.
By the way, your mods are simply awesome, the whole refining process is challenging and interesting. Can't wait for a viable version of petrochem =)
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
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Re: [0.12.34] Modpack: Farlands v0.1.13
Just so everyone knows, I am going to wait until the Factorio 0.13 update before I update the pack again.
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires
Mods (current): Resource Labels
Mods (old): Biter Spires
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Re: [0.12.34] Modpack: Farlands v0.1.13
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
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Re: [0.12.34] Modpack: Farlands v0.1.13
Quick Question: What technology unlocks science 3 (sacrificial atomic manipulators)? I can't find it in the maze of techs in the game now and ScienceCostTweaker is basically... not documented at all.
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Re: [0.12.34] Modpack: Farlands v0.1.13
The battery research does, if I recall correctly. Should be the same as vanilla.spitfire_23 wrote:Quick Question: What technology unlocks science 3 (sacrificial atomic manipulators)? I can't find it in the maze of techs in the game now and ScienceCostTweaker is basically... not documented at all.
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires
Mods (current): Resource Labels
Mods (old): Biter Spires
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Re: [0.12.34] Modpack: Farlands v0.1.13
Alright, now that Factorio 0.13 is out, I will sort out the mods and see whether I can port some mods that are not going to be updated anymore. Don't expect anything within this week, though. Both the mod authors and me need some time.
The next version of the modpack will not be compatible with previous savegames.
The next version of the modpack will not be compatible with previous savegames.
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires
Mods (current): Resource Labels
Mods (old): Biter Spires
Re: [0.12.34] Modpack: Farlands v0.1.13
I would think that most of the mods no longer being updated are likely because they got integrated into .13Pandemoneus wrote:Alright, now that Factorio 0.13 is out, I will sort out the mods and see whether I can port some mods that are not going to be updated anymore. Don't expect anything within this week, though. Both the mod authors and me need some time.
The next version of the modpack will not be compatible with previous savegames.
That being said, if you want/need help porting anything let me know. Otherwise, keep up the good work, this is by far my favorite modpack.
Re: [0.12.34] Modpack: Farlands v0.1.13
Looking forward to an update! Didn't finish my 0.12.* playthrough with your mod cause of 0.13 coming. Really liked this pack after playing vanilla and Bob's Mods.
Re: [0.12.34] Modpack: Farlands v0.1.13
Good pack! About 100 hrs in, plenty of bitter action keeping me busy. Insane amounts of crushed stone (500,000) and unsorted gemstones (150,000) that i dont know what to do with.