Re: Development and Discussion
Posted: Tue Oct 10, 2017 11:43 pm
ExtremelyFactorioParadox wrote:So, how well do these mods play without Bob's mods?
No idea what that is, but I know I want to build oneArch666Angel wrote:
New beacon?Arch666Angel wrote:
is that fusion reactor ?Arch666Angel wrote:
You can actually do a lot without filter inserters. For example right at the start you crush ore. The crushed ore goes into furnaces and the crushed stone goes into assemblers to make stone. That way you have your goods sorted. Similar on the next level with ore sorting the sorted ores can go into furnaces and the slag into assemblers for processing.Zyrconia wrote: I attached my latest started base as an example. Arguably, the vanilla Factorio game starts once you unlock green tech. For Bob's, it is more about those basic electronic boards. This goes double for Angel's: you need filter inserters. The game doesn't start before filter inserters because of sorting. So you end up with a big functional base, like in the attachment, only to produce BEBs. After you will tear up most of your smelting and parts of the circuit setup that produces solder.
If you play with RSO (and you probably should!), the biters are nowhere near as big a threat as in (say) deathworld vanilla. I've not had any particular problems.eberkain wrote:I like that idea, but what about biter evolution?Rue99 wrote: I prefer to play Angels/Bobs/SpaceX/AAI with expensive recipes and 10x more expensive research. Gives each of the tiers of smelting time to shine, and it requires you to scale up. Try it - I think you'd really enjoy the slower pace of the game.
Try adding natural evolution mods and get swamped. You really need to focus on building some turrets and ammo there. And some chain gunners and wardens to kill alien villages before they start attacking you in masses.Rue99 wrote:If you play with RSO (and you probably should!), the biters are nowhere near as big a threat as in (say) deathworld vanilla. I've not had any particular problems.eberkain wrote:I like that idea, but what about biter evolution?Rue99 wrote: I prefer to play Angels/Bobs/SpaceX/AAI with expensive recipes and 10x more expensive research. Gives each of the tiers of smelting time to shine, and it requires you to scale up. Try it - I think you'd really enjoy the slower pace of the game.
OMFG - oh my fabulous god - all looks awesome, stunningArch666Angel wrote:Maybe the last in the series of tech labs, not completely sure yet. It's the main lab which only get's turned on a handful of times in the whole game
WIP screens but that's what it looks like at the moment
No, bcuz we already have patch viewtopic.php?f=97&t=51967&p=303496#p303496Hellatze wrote:this is a lab ? but what happens if you combined with pyn coal mod ?
will it crash ?
One for each expansion.aklesey1 wrote:I not up to the end understand why pyanodon made only 3 science pack like in 0.13-0.14 version of factorio and still did not make 3 remained science packs - military, production and hi-tech
Big thanks for ur explanation pyanodonpyanodon wrote:One for each expansion.aklesey1 wrote:I not up to the end understand why pyanodon made only 3 science pack like in 0.13-0.14 version of factorio and still did not make 3 remained science packs - military, production and hi-tech
Wow all looks awesome, can't wait for new update from you Arch666AngelArch666Angel wrote:Maybe the last in the series of tech labs, not completely sure yet. It's the main lab which only get's turned on a handful of times in the whole game
WIP screens but that's what it looks like at the moment
Mella wrote:
Wow all looks awesome, can't wait for new update from you Arch666Angel
I feel I must second this as well. I've only gotten to blue science, so seeing this overhaul makes me want to wait and possibly reset the tech tree to try the new system. That is if the mod is not too far from being finished or a beta release.eformo wrote:Mella wrote:
Wow all looks awesome, can't wait for new update from you Arch666Angel
IKR?
I'm trying not to get to far in my current new game, because I don't want to lose too much when this comes to town. Any idea of the time-frame? Is this as extensive of an update as it appears?
A release is still a bit off, couple of weeks at least. I'm starting with a new job soon so my time will be limited by then. There is also a lot to do with the overhaul(s) the general structure is there but I need to tinker with recipes and costs.Light wrote:I feel I must second this as well. I've only gotten to blue science, so seeing this overhaul makes me want to wait and possibly reset the tech tree to try the new system. That is if the mod is not too far from being finished or a beta release.eformo wrote:Mella wrote:
Wow all looks awesome, can't wait for new update from you Arch666Angel
IKR?
I'm trying not to get to far in my current new game, because I don't want to lose too much when this comes to town. Any idea of the time-frame? Is this as extensive of an update as it appears?
It also wouldn't hurt to know what those new additions are for bio-industries as well. Biological applications in production is probably the most fascinating science to me, but it's hard to tell from the very tiny screenshot what's going on. I'm hoping that it's a nice supplementary addition to the main game and not something kind of pointless to really get into, since there seems to be a lot there and I doubt it all has practical applications. I'd like to be pleasantly surprised though.