Introducing NARMod 4.1
Posted: Fri Jun 03, 2016 4:42 pm
Link: https://www.mediafire.com/?6kqu7c23hpsa4j1
Has it really been a year since my last release? Yeesh.
Extract the contents of the .rar into your mods folder. There are a bunch of other mods included that are optional but greatly improve gameplay, including Treefarm, RSO, Warehousing, Landfill, and others. You can add more mods on top of the ones I have, but no promises on compatibility.
Change Log from 3.2:
* Made NARMod compatible with Factorio 12.35
* Complete rework of the metallurgy system. All ores besides iron and copper are now derived from 'subsidiary ore', which is obtained as a byproduct of advanced methods of refining of iron and copper.
* Many non metal products including quartz, clay, and limestone, are now derived from crushed stone that has been run through a Stone Sorter.
* Added Brine Pools. These function just like patches of oil. Place a pump jack on top of them, and you'll get Brine Water, which can be used for a variety of purposes including salt water electrolysis and creating lithium plates.
* Added an optional Quickstart mode (on by default), which fills your inventory with useful starting materials. It should cut about 30 minutes off the start of any new playthrough. It can be turned off in the config files.
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NARMod is a mod for Factorio that aims to be a standalone mod to create a great Factorio experience for the experienced player.
Its target audience is those players who feel they have fully experienced vanilla Factorio and are craving to have the challenge and complexity of the game increased from the building/crafting side.
NARMod is enormously complex... probably roughly a three or four-fold increase in complexity from the vanilla experience.
It is not for everyone.
NARMod is a mod that changes the construction and crafting aspects of the game only. Enemies and combat are not altered in any way.
NARMod is unlikely to be compatable with other mods, except perhaps ones that only affect combat / enemies.
NARMod borrows content in some form or another from the following mod creators:
Bobbingabout, author of Bob's Mods
ficolas, author of F-mod
drs9999, author of Treefarm
Dysoch, author of Dytech
All credit to my fellow modders
Here's a (very outdated) picture tutorial on some parts of what NARMod entails: http://imgur.com/a/T8MYj
Has it really been a year since my last release? Yeesh.
Extract the contents of the .rar into your mods folder. There are a bunch of other mods included that are optional but greatly improve gameplay, including Treefarm, RSO, Warehousing, Landfill, and others. You can add more mods on top of the ones I have, but no promises on compatibility.
Change Log from 3.2:
* Made NARMod compatible with Factorio 12.35
* Complete rework of the metallurgy system. All ores besides iron and copper are now derived from 'subsidiary ore', which is obtained as a byproduct of advanced methods of refining of iron and copper.
* Many non metal products including quartz, clay, and limestone, are now derived from crushed stone that has been run through a Stone Sorter.
* Added Brine Pools. These function just like patches of oil. Place a pump jack on top of them, and you'll get Brine Water, which can be used for a variety of purposes including salt water electrolysis and creating lithium plates.
* Added an optional Quickstart mode (on by default), which fills your inventory with useful starting materials. It should cut about 30 minutes off the start of any new playthrough. It can be turned off in the config files.
-----
NARMod is a mod for Factorio that aims to be a standalone mod to create a great Factorio experience for the experienced player.
Its target audience is those players who feel they have fully experienced vanilla Factorio and are craving to have the challenge and complexity of the game increased from the building/crafting side.
NARMod is enormously complex... probably roughly a three or four-fold increase in complexity from the vanilla experience.
It is not for everyone.
NARMod is a mod that changes the construction and crafting aspects of the game only. Enemies and combat are not altered in any way.
NARMod is unlikely to be compatable with other mods, except perhaps ones that only affect combat / enemies.
NARMod borrows content in some form or another from the following mod creators:
Bobbingabout, author of Bob's Mods
ficolas, author of F-mod
drs9999, author of Treefarm
Dysoch, author of Dytech
All credit to my fellow modders
Here's a (very outdated) picture tutorial on some parts of what NARMod entails: http://imgur.com/a/T8MYj