[0.16] FactoMoria (v0.1.8-BobDiggity)
Posted: Sat Nov 17, 2018 12:28 am
a DBEC* modpack
(Diggy - Bob's - Earendel (AAI) - (Mad) Clown)
Basically :
1.) Diggy configured to work well with Bob's Ores.
2.) Bob's ores configured for "maximum ore-ness"
3.) AAI to extend the burner phase of the game (but *especially*, hopefully making AAI miners work).
4.) (an older version of) MadClown's nukes to give Bob's thorium something to be used in
Also :
5.) dorfl's Logistic Carts should work well for a "mine" ambiance !
----
How to install :
EDIT : Alternate option : download the modpack directly and play it in MultiPlayer on Ninsa's Kuro Gaming servers !
(see 2nd post of this thread : viewtopic.php?p=386991#p386991 )
0.) I recommend getting a standalone Factorio portable version (0.16.51) from the official website.
1.) Create a scenarios folder : ../Factorio/scenarios/
2.) Download the latest "stable"* version from RedMew's GitHub : https://github.com/Valansch/RedMew/arch ... e938b4.zip
*used for the Diggy game session that FFF-268 talked about.
3.) Extract it in the aforementioned folder :
../Factorio/scenarios/
4.) Take a peek at the Diggy ReadMe :
../Factorio/scenarios/RedMew-a4605041bb6da3770ffe117a18f1a33e37e938b4/docs/scenarios/Diggy.md
5.) As Diggy.md indicates :
7.) Download the following mods :
Bob's :
https://mods.factorio.com/mods/Bobingabout/boblibrary
https://mods.factorio.com/mods/Karosieben/boblocale (translations)
https://mods.factorio.com/mods/Bobingabout/bobassembly
https://mods.factorio.com/mod/bobclasses (not balanced for Diggy yet)
https://mods.factorio.com/mods/Bobingab ... lectronics
https://mods.factorio.com/mods/Bobingabout/bobenemies (not spawning in FactoMoria yet)
https://mods.factorio.com/mods/Bobingab ... greenhouse
https://mods.factorio.com/mods/Bobingabout/bobinserters
https://mods.factorio.com/mods/Bobingabout/boblogistics
https://mods.factorio.com/mods/Bobingabout/bobmining
https://mods.factorio.com/mods/Bobingabout/bobmodules
https://mods.factorio.com/mods/Bobingabout/bobores <= the most important one ! (and the only one reallyworked on in FactoMoria 0.0.8)
https://mods.factorio.com/mods/Bobingabout/bobplates
https://mods.factorio.com/mods/Bobingabout/bobpower
https://mods.factorio.com/mods/Bobingabout/bobrevamp
https://mods.factorio.com/mods/Bobingabout/bobtech
https://mods.factorio.com/mods/Bobingabout/bobwarfare (might make the game too easy without Bob's Enemies spawning...)
https://mods.factorio.com/mods/Bobingab ... eequipment
AAI :
https://mods.factorio.com/mod/aai-industry
MadClown :
https://mods.factorio.com/download/Clow ... 000da54978 (older version : 1.0.0, newer won't work, because they would require Angel's mods that replace Bob's ores !)
Raeon's Induction charging
https://mods.factorio.com/mod/Induction%20Charging
(solar panels (including armor ones) don't work underground !)
dorfl's Logistic Carts :
https://mods.factorio.com/mod/logicarts (should work well in the narrow mines!)
Coppermine's What is it really used for?
https://mods.factorio.com/mod/what-is-i ... y-used-for
(to make sense of all the recipe chains, especially for Bob's Electronics !
TheStaplerGun's awesome pipes :
https://mods.factorio.com/mod/PickerPipeTools
https://mods.factorio.com/mod/underground-pipe-pack
Oktokolo's smarter refueling Inserters
https://mods.factorio.com/mod/InserterFuelLeech
(to go with the AAI extension of the Burner Age!)
Zombiee's Very Shiny GFX :
https://mods.factorio.com/mod/ShinyBobGFX[/color]
Enabled again in 0.1.8 :
Zaflis' VehicleSnap for that tight driving in corridors :
https://mods.factorio.com/mod/VehicleSnap
PickerExtended by Nexela :
https://mods.factorio.com/mod/PickerExtended (do you *really have to ask why?)
0.0.7 : WARNING : might cause MultiPlayer desync issues !
8.) Paste those .zips in the ../Factorio/mods/ folder
9.) download the following and extract the mod-settings.dat inside in the ../Factorio/mods/ folder
10.) download the following and extract Config.lua in
../Factorio/scenarios/RedMew-a4605041bb6da3770ffe117a18f1a33e37e938b4/map_gen/Diggy/Config.lua
and ScatteredResources.lua in
../Factorio/scenarios/RedMew-a4605041bb6da3770ffe117a18f1a33e37e938b4/map_gen/Diggy/Feature/ScatteredResources.lua
10.) Rename the folder
../Factorio/scenarios/RedMew-a4605041bb6da3770ffe117a18f1a33e37e938b4/
to
../Factorio/scenarios/FactoMoria_BobDiggity_0.1.8/
10.) Launch (the right) Factorio (from ../Factorio/bin/x64/Factorio.exe for instance).
11.) Launch the game from Play => Scenarios => User scenarios/FactoMoria_BobDiggity_0.1.8
Enjoy !!
Version History :
0.0.2 - Had forgotten Induction Charging
0.0.3 - Also named DiggyBob (thanks to TheStaplerGun)
0.0.4 - Had forgotten What is it really used for?
0.0.5 - Some great Quality Of Life mods added !
0.0.6 - Even if it's great, had to disable VehicleSnap Due to MP sync issues.
0.0.7 - Had to remove PickerExtended from the MP mods list due to desync Issues
0.1.8 - Might need game restart - Clock removed ; VehicleSnap is back ; Wood in Market ; Biters Enabled (were disabled due to testing, my bad!) ; Support for AAI Industry and Bob Warfare Walls added. EDIT : renamed 0.0.8 to 0.1.8 to indicate the changes to the mod itself (Diggy in this version), which might require a game restart.
TODO :
- the TODO's XD
- Credits
Work In Progress :
New map generation by Rdjrjqouqcu
(hopefully ready for tomorrow's (2018-17-11 2PM CET "vanilla" Diggy!)
Treasure chests and HighScore coins by Linaori : (hopefully ready for tomorrow's (2018-17-11 2PM CET "vanilla" Diggy!)
Huge rocks on top of resources for "vanilla" Diggy (and various types of rocks for FactoMoria!)
(hopefully ready for tomorrow's (2018-17-11 2PM CET "vanilla" Diggy!)
Rebalanced mining : Hopefully working AAI miners !
(Diggy - Bob's - Earendel (AAI) - (Mad) Clown)
Basically :
1.) Diggy configured to work well with Bob's Ores.
2.) Bob's ores configured for "maximum ore-ness"
3.) AAI to extend the burner phase of the game (but *especially*, hopefully making AAI miners work).
4.) (an older version of) MadClown's nukes to give Bob's thorium something to be used in
Also :
5.) dorfl's Logistic Carts should work well for a "mine" ambiance !
----
How to install :
EDIT : Alternate option : download the modpack directly and play it in MultiPlayer on Ninsa's Kuro Gaming servers !
(see 2nd post of this thread : viewtopic.php?p=386991#p386991 )
0.) I recommend getting a standalone Factorio portable version (0.16.51) from the official website.
1.) Create a scenarios folder : ../Factorio/scenarios/
2.) Download the latest "stable"* version from RedMew's GitHub : https://github.com/Valansch/RedMew/arch ... e938b4.zip
*used for the Diggy game session that FFF-268 talked about.
3.) Extract it in the aforementioned folder :
../Factorio/scenarios/
4.) Take a peek at the Diggy ReadMe :
../Factorio/scenarios/RedMew-a4605041bb6da3770ffe117a18f1a33e37e938b4/docs/scenarios/Diggy.md
5.) As Diggy.md indicates :
6.) Create a ../Factorio/mods/ folderOpen `[../Factorio/scenarios/RedMew-a4605041bb6da3770ffe117a18f1a33e37e938b4/]map_layout.lua` [] and look for `--require "map_gen.combined.diggy"`[line 23].
Change this to `require "map_gen.combined.diggy"`, by removing the double dashes.
7.) Download the following mods :
Bob's :
https://mods.factorio.com/mods/Bobingabout/boblibrary
https://mods.factorio.com/mods/Karosieben/boblocale (translations)
https://mods.factorio.com/mods/Bobingabout/bobassembly
https://mods.factorio.com/mod/bobclasses (not balanced for Diggy yet)
https://mods.factorio.com/mods/Bobingab ... lectronics
https://mods.factorio.com/mods/Bobingabout/bobenemies (not spawning in FactoMoria yet)
https://mods.factorio.com/mods/Bobingab ... greenhouse
https://mods.factorio.com/mods/Bobingabout/bobinserters
https://mods.factorio.com/mods/Bobingabout/boblogistics
https://mods.factorio.com/mods/Bobingabout/bobmining
https://mods.factorio.com/mods/Bobingabout/bobmodules
https://mods.factorio.com/mods/Bobingabout/bobores <= the most important one ! (and the only one reallyworked on in FactoMoria 0.0.8)
https://mods.factorio.com/mods/Bobingabout/bobplates
https://mods.factorio.com/mods/Bobingabout/bobpower
https://mods.factorio.com/mods/Bobingabout/bobrevamp
https://mods.factorio.com/mods/Bobingabout/bobtech
https://mods.factorio.com/mods/Bobingabout/bobwarfare (might make the game too easy without Bob's Enemies spawning...)
https://mods.factorio.com/mods/Bobingab ... eequipment
AAI :
https://mods.factorio.com/mod/aai-industry
MadClown :
https://mods.factorio.com/download/Clow ... 000da54978 (older version : 1.0.0, newer won't work, because they would require Angel's mods that replace Bob's ores !)
Raeon's Induction charging
https://mods.factorio.com/mod/Induction%20Charging
(solar panels (including armor ones) don't work underground !)
dorfl's Logistic Carts :
https://mods.factorio.com/mod/logicarts (should work well in the narrow mines!)
Coppermine's What is it really used for?
https://mods.factorio.com/mod/what-is-i ... y-used-for
(to make sense of all the recipe chains, especially for Bob's Electronics !
TheStaplerGun's awesome pipes :
https://mods.factorio.com/mod/PickerPipeTools
https://mods.factorio.com/mod/underground-pipe-pack
Oktokolo's smarter refueling Inserters
https://mods.factorio.com/mod/InserterFuelLeech
(to go with the AAI extension of the Burner Age!)
Zombiee's Very Shiny GFX :
https://mods.factorio.com/mod/ShinyBobGFX[/color]
Enabled again in 0.1.8 :
Zaflis' VehicleSnap for that tight driving in corridors :
https://mods.factorio.com/mod/VehicleSnap
PickerExtended by Nexela :
https://mods.factorio.com/mod/PickerExtended (do you *really have to ask why?)
0.0.7 : WARNING : might cause MultiPlayer desync issues !
8.) Paste those .zips in the ../Factorio/mods/ folder
9.) download the following and extract the mod-settings.dat inside in the ../Factorio/mods/ folder
10.) download the following and extract Config.lua in
../Factorio/scenarios/RedMew-a4605041bb6da3770ffe117a18f1a33e37e938b4/map_gen/Diggy/Config.lua
and ScatteredResources.lua in
../Factorio/scenarios/RedMew-a4605041bb6da3770ffe117a18f1a33e37e938b4/map_gen/Diggy/Feature/ScatteredResources.lua
10.) Rename the folder
../Factorio/scenarios/RedMew-a4605041bb6da3770ffe117a18f1a33e37e938b4/
to
../Factorio/scenarios/FactoMoria_BobDiggity_0.1.8/
10.) Launch (the right) Factorio (from ../Factorio/bin/x64/Factorio.exe for instance).
11.) Launch the game from Play => Scenarios => User scenarios/FactoMoria_BobDiggity_0.1.8
Enjoy !!
Version History :
0.0.2 - Had forgotten Induction Charging
0.0.3 - Also named DiggyBob (thanks to TheStaplerGun)
0.0.4 - Had forgotten What is it really used for?
0.0.5 - Some great Quality Of Life mods added !
0.0.6 - Even if it's great, had to disable VehicleSnap Due to MP sync issues.
0.0.7 - Had to remove PickerExtended from the MP mods list due to desync Issues
0.1.8 - Might need game restart - Clock removed ; VehicleSnap is back ; Wood in Market ; Biters Enabled (were disabled due to testing, my bad!) ; Support for AAI Industry and Bob Warfare Walls added. EDIT : renamed 0.0.8 to 0.1.8 to indicate the changes to the mod itself (Diggy in this version), which might require a game restart.
TODO :
- the TODO's XD
- Credits
Work In Progress :
New map generation by Rdjrjqouqcu
(hopefully ready for tomorrow's (2018-17-11 2PM CET "vanilla" Diggy!)
Treasure chests and HighScore coins by Linaori : (hopefully ready for tomorrow's (2018-17-11 2PM CET "vanilla" Diggy!)
Huge rocks on top of resources for "vanilla" Diggy (and various types of rocks for FactoMoria!)
(hopefully ready for tomorrow's (2018-17-11 2PM CET "vanilla" Diggy!)
Rebalanced mining : Hopefully working AAI miners !