NEW: multiple difficulty/complexity configurations, play it the way you prefer
The results of this poll were pretty obvious, even 6 hours before it ended:
Poll
Poll
So, based on this feedback, I decided to provide multiple configurations to choose from. The first group of people should already be happy with the default configuration. For the second group there is a less challenging configuration, but still with some biter action to keep it interesting. For the third group there's a configuration based on the peaceful mod, but with the progression, building cost, and research challenges of default mode. More information in the Difficulty Selection section of this post.
License
License
Each mod is licensed under their respective terms. Please check the mods for more information.
Long description
Long description
A mod pack for Factorio 0.14.20+ that is focused on Bob's mods and Angel's mods with some additional mods. Currently tested with Factorio 0.14.20.
A customization in this pack is an improved sorting of items and recipes into categories with the ZGroupChange mod. The pack is explicitly designed
with a focus on fighting biters and building a base, so it won't work very well with any kind of peaceful-mod. It's also set up in a way that will require
a long time to reach the end-game content, so prepare to invest quite some time if you want to play this.
Difficulty Selection
Difficulty Selection
NEW: two new difficulty mades are available, they can be switched by overwriting the mod-list.json file with the contents of one of the templates.
mod-list-hardcore.json - This is the default configuration and it's the most difficult. Building and researching is more expensive and biters can get really angry after a while.
mod-list-normal.json - This is an easier version with building and researching at more reasonable prices. This configuration is probably much closer to what you would expect if you played the older 0.13 versions of this mod pack.
mod-list-peaceful.json - A special version for everyone who hates alien biters. It's using the peaceful mod to remove all aliens and introduces a new ore to mine and process to make alien artifacts.
UPDATE: I'm considering to remove the 'normal' game mode in future updates. Since v2.5.0 the pack is balanced well and using 'hardcore' in singleplayer should be possible. I've tested it for 18+ hours and progression is ok.
Install Instructions
Install Instructions
Download the mod pack from the download link that is mentioned above
Unpack the downloaded file (it's a ZIP file)
Download the game from the Factorio website (on Windows, use the ZIP file)
Unpack the game into the unpacked mod pack folder
Start the game
Create a new world or, for the best experience, start the custom scenario 'Searges Modpack v2'
Enjoy the game and send me some feedback (enjoying mandatory, feedback optional)
If you plan to play the pack in single player, it might be a good idea to use the configration from mod-list-normal.json After testing the hardcore configuration in singpleplayer for 18+ hours, I realized that this point is not valid anymore since v2.5.0 re-balancing.
Pictures
Pictures
The map bundled with this mod pack as a custom scenario, after some play testing:
Everything is organized nicely in categories using the group change mod with custom tweaks:
Version history
Version history For Factorio 0.14
Version 2.5.2 (2016-12-16): Fixed some multiplayer issues and two potential crash causes. Also fixed some smelting recipes.
Version 2.5.1 (2016-11-29): Minor balancing tweaks and some tier-3 and tier-4 recipes were broken and are now fixed.
Version 2.5.0 (2016-11-26): Major improvements to the mod pack structure and balancing, compatible with worlds played in v2.1.0.
Version 2.1.0 (2016-11-25): Multiple difficulty levels for the mod pack, can be selected by swapping out a config file.
Version 2.0.7 (2016-11-24): Many balancing tweaks, especially to make the beginning a bit easier and biters a bit more patient.
Version 2.0.6 (2016-11-23): Fixed some minor issues that were reported to me, should be compatible with worlds started in v2.0.5 of the pack.
Version 2.0.5 (2016-11-23): New version for Factorio 0.14.20+ but unfortunately not compatible with the old pack, so start you'll have to a new world.
For Factorio 0.13
Version 1.2.0 (2016-08-21): Removed Radar+ for RSO and updated Bob's Logistics, Factorissimo, RSO and Group Change. Also tweaked some configurations.
Version 1.1.0 (2016-08-20): Removed KS Power and added Natural Evolution, Better Fluid Colors, Radar+ for RSO and Trash Landfill.
Version 1.0.0 (2016-08-17): First public release.
Re: [0.13.15+] Searge's Mod Pack (v1.1.0) updated 2016-08-20
Posted: Sun Aug 21, 2016 1:32 am
by Alaxandir
Out of curiosity, is there some trick to installing this? I had to deactivate shuttle train and death chest to even get the client to generate a world.
Edit: Never mind, I had another mod get a 'nil' flag on world generation.. Maybe we're on different patches but i cant get this to work
Edit 2: I figured out I needed to opt into steam beta version works great. Installation instructions would be handy for noobs like me though, seems to be loading fine now.
Re: [0.13.15+] Searge's Mod Pack (v1.1.0) updated 2016-08-20
Posted: Sun Aug 21, 2016 1:43 am
by Nexela
Version 1.1.0 (2016-08-20): Removed KS Power and added Natural Evolution, Better Fluid Colors, Radar+ for RSO and Trash Landfill.
Out of curiosity Why Radar+ for RSO? Bobwarfare has additional tiers of radars.
Re: [0.13.15+] Searge's Mod Pack (v1.1.0) updated 2016-08-20
Posted: Sun Aug 21, 2016 4:53 am
by Searge
Nexela wrote:
Version 1.1.0 (2016-08-20): Removed KS Power and added Natural Evolution, Better Fluid Colors, Radar+ for RSO and Trash Landfill.
Out of curiosity Why Radar+ for RSO? Bobwarfare has additional tiers of radars.
Good point. It will be removed in the next update.
Re: [0.13.15+] Searge's Mod Pack (v1.2.0) updated 2016-08-21
Posted: Sun Aug 21, 2016 4:41 pm
by Alaxandir
Which mod adds all those chests with crude servos etc. I'm trying to figure out how to use them. Thanks.
Cant get the image tag to work sorry, this is what im talking about.
The mod is called Surfaces.
Re: [0.13.15+] Searge's Mod Pack (v1.2.0) updated 2016-08-21
Posted: Sun Aug 21, 2016 8:32 pm
by Alaxandir
Thank you Searge. Enjoying the pack, but it's a bit much for me I think.. I'm gonna try to play with just Bob's stuff for starters. I'm still too new
Re: [0.13.15+] Searge's Mod Pack (v1.2.0) updated 2016-08-21
Posted: Tue Nov 08, 2016 8:50 pm
by shyol
Hey, been playing your mod the last 300+ hours of factorio and i must say. This is by far the best compilation of mods. Good balance between surviving aliens and actualy building, the complexity of the builds in this mod is lovely. Have yet to unlock the Space part and FTL "Very Excited ".
So Searge. I am here to plead too you and beg on my knees, can make it compatible with current build for factorio!
Much appreciated, Shyol.
Re: [0.13.15+] Searge's Mod Pack (v1.2.0) updated 2016-08-21
Posted: Sun Nov 20, 2016 4:51 pm
by Searge
shyol wrote:Hey, been playing your mod the last 300+ hours of factorio and i must say. This is by far the best compilation of mods. Good balance between surviving aliens and actualy building, the complexity of the builds in this mod is lovely. Have yet to unlock the Space part and FTL "Very Excited ".
So Searge. I am here to plead too you and beg on my knees, can make it compatible with current build for factorio!
Thanks for the feedback and I'm happy to hear that you enjoy the pack. I tried to focus on a good balance between the different aspects of the game and it seems that I managed that quite well.
I've started working on an updated version for 0.14. It will be a very similar pack with the same focus, but I'm not 100% sure yet if I can keep it compatible with the pack you've been playing. Many mods had big changes and some mods are not updated anymore, so I'm planning on removing some mods and adding some new mods.
So there is a high probability that the updated pack will require to start a new map. On the other hand I'll be able to tweak the pack a bit more and change some things that I didn't like in the 0.13 version of it.
Re: [0.13.15+] Searge's Mod Pack (v1.2.0) updated 2016-08-21
It's around 66MB and contains the mods, some custom configuration and a world save that I recommend for a well balanced experience. To use it, copy the file from the _world folder into your saves folder. It's of course still possible to create a new world with custom settings and ignore the bundled world save.
I'll build a 'final' release of this pack after some testing, if there are no major issues. If anyone is playing this pack in a Youtube series, please send me the link
EDIT: updated the link to a beta version of the pack that will not crash on start with an error message
EDIT2: updated the link again, this time the changes are for more balanced resources vs. cost, also updated the recommended world save in the pack
Re: [0.13.15+] Searge's Mod Pack (v1.2.0) updated 2016-08-21
Posted: Tue Nov 22, 2016 3:42 pm
by lassie
Looks like a nice mix of mods Glad to see you use your Minecraft modding knowledge over here at Factorio Searge
As for a small recipe balance inbalance, it seems that the Electric Mining Drill has 2 recipes, one based on a Burner drill and one just based on ingredients. I suppose the latter should be somewhat cheaper, as is the case with basic inserters. Currently the recipe based on the Burner drill is cheaper considering raw resource input.
As for the supplied world save, if I load that one I'm automatically called SRGSRG instead of my usual nickname. Changing my name via options does not apply ingame. Is there maybe a way you can provide the world save as scenario? I believe that would solve this issue.
Re: [0.13.15+] Searge's Mod Pack (v1.2.0) updated 2016-08-21
Posted: Tue Nov 22, 2016 5:20 pm
by Searge
Thanks for the feedback and good point on the world save. I'm still learning the Factorio way of getting a pre-defined map into a pack without messing up the save state, but I'll look into making it a scenario.
OK, the latest beta version is now available at https://github.com/SeargeDP/factorio013 ... 14.20+.zip and it should be very close to a 'final' release version now. The included world has been updated and the balancing issues that were reported should now be fixed.
Re: [0.13.15+] Searge's Mod Pack (v1.2.0) updated 2016-08-21
Posted: Tue Nov 22, 2016 7:16 pm
by lassie
Thanks, works like a charm it used my own nickname, and it has a nice little extra finishing touch you added And the recipes are fixed. Or not necessarily fixed, I see you just removed the recipes with burner things in them
I'm very curious to see what setups people come up with in this pack. I also noticed the biter evolution goes up pretty darn quick, I didn't even have power up and was already at 1%
Re: [0.13.15+] Searge's Mod Pack (v1.2.0) updated 2016-08-21
Posted: Tue Nov 22, 2016 7:54 pm
by Searge
lassie wrote:Thanks, works like a charm it used my own nickname, and it has a nice little extra finishing touch you added And the recipes are fixed. Or not necessarily fixed, I see you just removed the recipes with burner things in them
I'm very curious to see what setups people come up with in this pack. I also noticed the biter evolution goes up pretty darn quick, I didn't even have power up and was already at 1%
Yes, the pack is quite challenging and I'll have to play it for a while (and maybe get feedback from other people) to determine if I want to reduce the biter evolution rate or not. On the other hand, attacking biter colonies should reduce evolution a bit, so it might be ok.
Glad you like the pack, hopefully more people will try it and send me some feedback on it.
Re: [0.13.15+] Searge's Mod Pack (v1.2.0) updated 2016-08-21
Posted: Tue Nov 22, 2016 10:12 pm
by Frod
Hi Searge, quick question from someone new to Factorio mods.
I'm more into factories than fighting biters. I actually find them pretty annoying and I'm really happy that they'll remove the need for alien artifact for science packs. My question is: is this pack playable in peaceful mode? If not, can I do something about it like remove some mods or change some settings?
I'd like to try complex mods while waiting for the next update and your pack seemed pretty cool and I'm not experienced enough to build a modpack myself because I wouldn't know which mods to choose.
Re: [0.13.15+] Searge's Mod Pack (v1.2.0) updated 2016-08-21
Posted: Tue Nov 22, 2016 10:28 pm
by Searge
Frod wrote:Hi Searge, quick question from someone new to Factorio mods.
I'm more into factories than fighting biters. I actually find them pretty annoying and I'm really happy that they'll remove the need for alien artifact for science packs. My question is: is this pack playable in peaceful mode? If not, can I do something about it like remove some mods or change some settings?
I'd like to try complex mods while waiting for the next update and your pack seemed pretty cool and I'm not experienced enough to build a modpack myself because I wouldn't know which mods to choose.
Right now the mod pack is built around a balance between building and fighting biters. Just removing some mods and adding a peaceful-mod will probably not work too well, but it's worth a try. I'm considering to make an alternative (peaceful) version of the pack in the future, but right now I focus on getting this pack done.
So, to finally answer your question, if you don't like fighting biters, this pack is not the right option for now, because removing biters and using peaceful mod will most likely break something in the pack.
Re: [0.14.20+] Searge's Mod Pack (v2.0.5) updated 2016-11-23
Posted: Wed Nov 23, 2016 2:58 am
by mnokee
Hi, just downloaded your modpack. Looks great, I have two questions
- in the factorio mod UI, Flow control for Bob pipes is red, lists Flow Control as dependency. As well, BobĀ“s Research Progress Saver requires a base < 0.14.8. Can I ignore these issues?
- there is a discussion on the natural evolution thread, suggesting it does not play well out of the box with RSO: viewtopic.php?f=94&t=13562&start=480#p196888
Did you adjust any of these RSO settings? Or have you playtested and found your modpack to be a good challenge? I am looking for sth much tougher than vanilla
Thanks!
Re: [0.14.20+] Searge's Mod Pack (v2.0.5) updated 2016-11-23
Posted: Wed Nov 23, 2016 6:46 am
by Searge
Thanks for the feedback. There was indeed a problem with flow control and it will be fixed in the next version of the pack. I've also removed bobs tech save, it's obsolete and now apparently integrated in the game. I'll release the update later today.
About the settings for rso and ne: I have to test it a bit more to see how the balance turns out, but the settings are indeed tweaked to provide better balance.
So, if you plan to play this pack, wait a few hours until I find the time to release the updated version
Re: [0.14.20+] Searge's Mod Pack (v2.0.6) updated 2016-11-23
Posted: Wed Nov 23, 2016 6:05 pm
by Searge
I've released v2.0.6 some minutes ago and it fixes some reported issues. I'd also like to get some more feedback on desync issues in multiplayer, I had some problems with it and I'm currently trying to figure out if removing the MoWeather mod fixes the issue.
EDIT: Another potential problem seems to be a frozen daylight cycle in multiplayer, if you happen to be stuck without a day/night cycle, use