[0.11.6] tno Modpack V2.8

Topics and discussion about specific mods
Post Reply
tno1
Long Handed Inserter
Long Handed Inserter
Posts: 62
Joined: Tue Nov 11, 2014 1:12 am
Contact:

[0.11.6] tno Modpack V2.8

Post by tno1 »

Hello all, so here is my modpack

So the goal in this modpack is still the same thing as original + HardCorio yeah you heard me HardCorio is here + it is even harder cause you need a shit ton of Rare Earth per magazine. Why? cause I changed Clean Water recipe to need 150 Rare earth per 110 Liters of Clean Water.

This modpack does not involve untouched mods, most mods have been edited in some way to match up, and to make things run more or less from Replicators to gain base materials.

Fair warning this is not as easy as it sounds.
Curious to what this got to offer beside a different play style? Try it, I dare you.

Find bugs? or find some things to easy, please do report them thank you.

Mods:
DyTech
  • Automation
  • Energy
  • Inserters
  • Logistic
  • Metallurgy
  • Modules
  • Storage
  • Transportation
  • Core
Larger Inventory
Replicators
TankWerkz
Advanced Equipment
Force Fields
HardCorio
Explosive Termites
LandFill
Lane Splitters
BeltBlocker
Fluid Void
SlipStream chests


I has removed everything from map generation except the following:
Rare-Earth [Replicator - needed for quite some stuff]
Enemy Bases - ofc we need enemys xD


Download link:
DropBox link

Credits:
Dysoch: Hes forum, Thank you for epic mods :)
Rseding91: Thanks for the Larger Inventorys and thanks for the Force Fields!
LoSboccacc: Thanks for the no-evo mod!
jamupsi: Thanks for replicator system!
thegreyman: Thanks for more tanks!
Darius456: Thanks for the Advanced Equipment makes it way more fun!
Factorio team Thank you for epic game! hope to see even more epic things from you!
CorrettoSambuca: Thank you for the epic Belt Utilities really awesome!
JamesOfFarrell: Thank you for epic Belt Lane blocker - Extremely usefull :p
Liquius: Thank you for awesome Fission Reactor!
Stx3: Thank you for epic HardCorio
Degraine: Thanks for really good SlipStream chests


If any of you guys got a problem with I added you to this modpack or want me to credit you even further please tell me

Please do comment what you think, and if I should have more added.
Last edited by tno1 on Wed Dec 17, 2014 11:28 pm, edited 20 times in total.

tno1
Long Handed Inserter
Long Handed Inserter
Posts: 62
Joined: Tue Nov 11, 2014 1:12 am
Contact:

Re: [0.11.x] tno Modpack

Post by tno1 »

V1.0
Released

V1.1
Fixed evolution

V1.2
Added Advanced Equipment - + added a MK3 armor to it
Added ForceFields

V1.3
Fixed DyTech Inserters - needed the base so changed that to need the correct one

V1.4
Fixed the Crude Oil needing Clean water - now there is 4 different levels - 1 reqs dirty water rest needs clean water
Added stone/steel wheels to be able to create with Rare Earth
Regular Magazines + Regular shotgun shells added.

V1.5
Fixed Rare Earth spawn - it now spawns outside of starting area also, and I changed the amounts they spawn in (Hope it is better now)
Changed Raw ressources (Wood, Iron, Copper) to 1k stacks and everything else is now 250 stacks
Changed enemy evolution rate to be increased both by destroying bases and by the pollution you create.

V1.6
Changelog
Reduced Solar panel power generation
Changed some recipes to need more Rare Earth
Modified the spawning of Rare Earth a little
Removed the Modules in the Replicators
Increased Replicator Pollution
Increased / added Rare Earth on Replicators
Changed Rare Earth Replication to only be able to be replicated as of Mk5 Replicator
Increase Rare Earth Replication Time
Removed Corpses - The drops and the ones from the Crafting Menu
Reduced Electric Furnace Modules from 8 to 3
Increased Electric Furnace power usage from 400kw to 500kw
Changed Electric Furnace to have 2 Result pages = before max 1k Iron Plates, now 2k as it can be in 2 different inventorys
Changed Green Beacon Distribution Effectivity
Decreased power of Ion Turret

Bitter spawner changes:
Increased HP From 3k to 5.5k
Changed max "friends" from 28 to 500kw
Changed max count of owned units from 50 to 78
Decreased Spawn Rate by 50%
Changed spawning radius from 22 to 28

Spitter spawner changes:
Increased HP from 3.5k to 7.5k
Changed max "friends" from 14 to 36
Changed max count of owned units from 35 to 55
Decreased spawn rate by 50%
Changed spawning radius from 20 to 25

V1.7
Due to suggestions I changed to HardCorio
Removed DyTech Warfare
Removed No-Evo
Added HardCorio
Added Termites
Added LandFill
Added Rare-Earth to Termites and LandFill

Upgraded to 11.4

V1.8
Fixed ore spawn error

V1.9
Upgraded to 11.5

V2.0
Updated HardCorio to 0.2.1

V2.1
Fixed V2.0 errors

V2.2
Changed Cleaning water recipes(DyTech) to also use Rare Earth in varying degrees.
Added Clean water recipe (expensive - pre Dytech) - 300 Rare Earth + 1000 Dirty Water = 170L clean water
Decreased Rare Earth Deposit size - by 45%+
Decreased Rare Earth Deposit Spawn ratee by 15%
Decreased Rare Earth hardness from 0.7 to 0.5

Increased Base Replicator and Electric furnace Rare Earth costs by 2x

Increased oil production Rare Earth cost by 5x
Replication changes:
Increased base speed by 0.5 seconds
Added new Tech level = 6

Rare Earth requires Tech level 6
Added new Replicator = level 6 - The Graphics is the same as Tech 5 one

Removed the Rare Earth to magazines and Cannon Shells

Changed Blue Science pack (Science Pack 3) recipe to require Rare Earth - 10 / Pack
Changed Alien Science pack recipe to require Rare Earth - 100 / 10Science Pack

Fixed reset recipes / Technologies - now whenever you update, it will also update recipes/technologies if they have been changed, no need for new map anymore.

V2.3
Changed Ion Turret to need Red Laser Turret from HardCorio instead of Laser Turret
Increased Ion Turret Energy cost by 20x-22x
Decreased Ion Turret damage
increased Ion Turret atk speed

Decreased Rare Earth Replication speed by 10x - so instead of 302.4 Seconds / Rare earth
It is now 30.24 Seconds / Rare Earth

Decreased Rare Earth cost to clean water and to Oil - it is around 10x as little

Changed Hardcorio turret recipe to use rare earth in the production
Changed Hardcorio magazine recipe to use rare earth in the production

Increased Solar panel power production by 19%
Added Belt utilities by CorrettoSambuca - Yeah thats right, lane splitting
Added Belt Blocker by JamesOfFarrell - Now you can block certain lanes on a belt
Added Fluid Void - Now you can make a pipe where all the fluids going into that will disappear

So as I was asked by Jaxterity to make turrets easier to get as of start. But due to the rare earth cost changes it will go much faster even if you just do the usual research.
So instead I chose to limit how much turrets you can have from the start, so need to place them strategically(know where the enemy is coming from) - cause you get 10 x39 Turrets with 20 ammo of x39 AP
You might think it is just a easy fix, but this was thought over and decided that it seems to be the best way to do so, as I don't want the turrets to be availible right away.

Changed DyTech Water Cleaning Technology to require Water Cleaning(By me) before they can research it

V2.4
Fixed some typo's in V2.3

V2.5
Fixed Red Laser turret - apparantly my mod-list was different than the one I uploaded, idk why thou but it was, but now it is the same and all should be fine.

V2.6
Made the 0600 Lava attainabled by using 10 regular barrels instead - gives free tungsten barrel and the lava.
Fixed the starting ammonition :p
Reduced file size by around ~150MB

V2.7
Fix info bug from previus update

V2.7[Changes]
Treefarm mod removed due to author wanted it gone from here.

V2.8
Disabled all DyTech miners - makes Rare Earth 2 OP

Forgot to add the clean water recipe change - much cheaper price for cleaning water
Reduced rare earth ore generation to be finite instead of infinite.

The amount each holds can vary from 200-1000
Increased ore size
Increased solar panel power generation

Upgraded to 0.3.5 HardCorio enjoy the epicness of HardCorio <3

Changed Steam Engines to produce twice as much for twice the price :p
Added SlipStream
Last edited by tno1 on Thu Dec 18, 2014 6:43 am, edited 23 times in total.

tno1
Long Handed Inserter
Long Handed Inserter
Posts: 62
Joined: Tue Nov 11, 2014 1:12 am
Contact:

Re: [0.11.x] tno Modpack

Post by tno1 »

Updates:

v1.1
Remember all these manual fix's Require that you got the previus one!
-Fixed no evo - the Pollution factor made the enemy OP
Fix without having to redownload everything:
https://www.dropbox.com/s/mg6wmwu0y23wa ... a.rar?dl=0
Put that into:
\mods\no-evo

V1.2
Remember all these manual fix's Require that you got the previus one!
Added Advanced Equipment - More defences
Added forcefields
Fix without having to redownload everything:
https://www.dropbox.com/s/rouzq4ttc9d8cxu/V1.2.rar?dl=0
Put that into:
\mods\

If you get an error about a Body Armor Mk3 redownload V1-2 - as that error it didnt come up the first 2 times I ran it

V1.3
Remember all these manual fix's Require that you got the previus one!
Fixed DyTech Inserters
Fix without having to redownload everything:
https://www.dropbox.com/s/k6q1avjnxj2qn ... a.rar?dl=0
put that into:
\mods\DyTech-Inserters

V1.4
Remember all these manual fix's Require that you got the previus one!
Fixed Crude Oil
Added more items to create with Rare Earth
Fix without having to redownload everything:
https://www.dropbox.com/s/qjlxq6tyvry5coj/v1.4.rar?dl=0
Put that into:
\mods\

V1.5
Remember all these manual fix's Require that you got the previus one!
Alot of fixes xD
Best thing is to redownload everything as I did many changes in all the mods so it would be the same size
https://www.dropbox.com/s/rvzkasy50pbvk ... k.rar?dl=0
Put that into:
\mods\

V1.6
Remember all these manual fix's Require that you got the previus one!
Alot of fixes :p
Best thing is to redownload everything as I did many changes in all the mods so it would be the same size
https://www.dropbox.com/s/rvzkasy50pbvk ... k.rar?dl=0
Put that into:
\mods\

V1.7
Remember all these manual fix's Require that you got the previus one!
Upgraded to 11.4
Delete entire mod folder and replace everything by 1.7
This is cause folder names has changed and more
https://www.dropbox.com/s/rvzkasy50pbvk ... k.rar?dl=0
Put that into:
\mods\

V1.8
Remember all these manual fix's Require that you got the previus one!
Fixed ore spawn error
Manual fix:
https://www.dropbox.com/s/1cxdm9n56h0fx ... 8.rar?dl=0
Put that into:
\mods\

V1.9
Remember all these manual fix's Require that you got the previus one!
Updated to 11.5
Manual fix:
https://www.dropbox.com/s/sv7t0ejgv3twl ... 9.rar?dl=0
Put that into:
\mods\
And delete the 11.4 modpack_base (modpack_Base_0.11.4

V2.0
Remember all these manual fix's Require that you got the previus one!
Updated Hardcorio to 0.2.1
Manual Fix:
https://www.dropbox.com/s/k5j420mbt7qpv ... 0.zip?dl=0
Put that into:
\mods\
And delete the hardcorio 0.0.9

V2.2
Remember all these manual fix's Require that you got the previus one!
Manual Fix:
https://www.dropbox.com/s/bgffff7h4447v ... 2.rar?dl=0
Put that into:
\mods\

V2.3
Remember all these manual fix's Require that you got the previous one!
Manual patch:
https://www.dropbox.com/s/bz3zut8dpp0ko ... 3.zip?dl=0
Put that into:
\mods\

V2.4
Remember all these manual fix's Require that you got the previous one!
Manual patch:
https://www.dropbox.com/s/rex7zft9a1w0a ... 4.rar?dl=0
Put that into:
\mods\

V2.5
Remember all these manual fix's Require that you got the previous one!
Manual patch:
https://www.dropbox.com/s/k26meji4gexnm ... 5.rar?dl=0
Put that into:
\mods\

V2.6
Remember all these manual fix's Require that you got the previous one!
Manual patch:
https://www.dropbox.com/s/7stnmkj5bh54c ... 6.zip?dl=0
Put that into:
\mods\

And delete Modpack-Base from mod folder - there should only be the tno-modpack_0.2.6 = Less space and it still works the same as before :p

V2.7
Remember all these manual fix's Require that you got the previous one!
Manual patch:
https://www.dropbox.com/s/zulp3uxsfy9x4 ... 7.rar?dl=0
Put that into:
\mods\

V2.8
Remember all these manual fix's Require that you got the previous one!
Manual patch:
https://www.dropbox.com/s/9knylwv45lqvm ... 8.rar?dl=0
Put that into:
\mods\
Delete hardcorio 0.2.1 from the folder
Delete tankwerkz 0.1.1 from the folder
Last edited by tno1 on Wed Dec 17, 2014 11:28 pm, edited 18 times in total.

13ingGo
Manual Inserter
Manual Inserter
Posts: 2
Joined: Tue Nov 18, 2014 11:24 am
Contact:

Re: [0.11.x] tno Modpack

Post by 13ingGo »

It's so GREAT!!

tno1
Long Handed Inserter
Long Handed Inserter
Posts: 62
Joined: Tue Nov 11, 2014 1:12 am
Contact:

Re: [0.11.x] tno Modpack

Post by tno1 »

Thank you very much :)
Hope you will have some fun hours with it, if you find something that aint right or missing that you cant get due to not being able to get the needed base materials from Replicators do tell as then I can add the missing ones :)

13ingGo
Manual Inserter
Manual Inserter
Posts: 2
Joined: Tue Nov 18, 2014 11:24 am
Contact:

Re: [0.11.x] tno Modpack

Post by 13ingGo »

tno1 wrote:Thank you very much :)
Hope you will have some fun hours with it, if you find something that aint right or missing that you cant get due to not being able to get the needed base materials from Replicators do tell as then I can add the missing ones :)
I was worried about the difficulty of this mod. and now you fix it. :D :D
(my EN nod good)

tno1
Long Handed Inserter
Long Handed Inserter
Posts: 62
Joined: Tue Nov 11, 2014 1:12 am
Contact:

Re: [0.11.x] tno Modpack

Post by tno1 »

Yeah at first release it was WAY 2 hard as the pollution made them increase way 2 fast :p

Now it should be decent :p

oktabyte
Inserter
Inserter
Posts: 28
Joined: Fri Nov 28, 2014 3:00 pm
Contact:

Re: [0.11.x] tno Modpack

Post by oktabyte »

How does one get clean water?
You need water cleaning to do it, but to do that you need fluid science packs.
Fluid science packs require light and heavy oil, which requires crude oil.
Crude oil requires earth and clean water...

dunpealhunter
Inserter
Inserter
Posts: 24
Joined: Sat Nov 01, 2014 10:16 am
Contact:

Re: [0.11.x] tno Modpack

Post by dunpealhunter »

oktabyte wrote:How does one get clean water?
You need water cleaning to do it, but to do that you need fluid science packs.
Fluid science packs require light and heavy oil, which requires crude oil.
Crude oil requires earth and clean water...
Ah crap, you beat me to it :)

I ran basically into the same problem yesterday, but it was getting late and i thought i might have overlooked something. But after a few more hours today, and the fact that someone else has the same problem i would really appreciate a quick fix, since i cannot go any further than what i did so far without clean water, or some way to get clean water without needing clean water to get it in the first place :? :mrgreen:

oktabyte
Inserter
Inserter
Posts: 28
Joined: Fri Nov 28, 2014 3:00 pm
Contact:

Re: [0.11.x] tno Modpack

Post by oktabyte »

Well i changed the config so that it requires nature packs instead, as a walk around but that doesn't carry into the old world... Well gotta restart :D

Vitduo
Fast Inserter
Fast Inserter
Posts: 182
Joined: Sun Nov 17, 2013 7:28 pm
Contact:

Re: [0.11.x] tno Modpack

Post by Vitduo »

Oh, holy shit, it's so heavy modpack

tno1
Long Handed Inserter
Long Handed Inserter
Posts: 62
Joined: Tue Nov 11, 2014 1:12 am
Contact:

Re: [0.11.x] tno Modpack

Post by tno1 »

damn did not see that, will get that fixed asap - when I am home and near my computer I will have that fixed and sorted so oil can be created xD sorry about that :/

I has played quite far into the game, but apparantly I skipped the oil thing for some reason Oo

And as I am going to change the look of it to be looking like oil instead of a barrel / at first I had it create oil barrels but I changed my mind xD

Also a flaw in it as I noticed is the name on the technology as I apparantly forgot to put that into the locale(text)

oktabyte
Inserter
Inserter
Posts: 28
Joined: Fri Nov 28, 2014 3:00 pm
Contact:

Re: [0.11.x] tno Modpack

Post by oktabyte »

Yay for the fixes :D
Time to show some things i built...

EDIT: Seems like spoilers dont quite work, switching to links instead...

An early game earth setup:
http://i.imgur.com/sW988aR.jpg

The same setup somewhat later
http://i.imgur.com/lOCCvFG.jpg

I think my research speed could be improved...
http://i.imgur.com/Hq9czXJ.jpg

Too many biter corpses, they seem to be a bit laggy
http://i.imgur.com/n6hAjU4.jpg
http://i.imgur.com/RpKITl3.jpg

tno1
Long Handed Inserter
Long Handed Inserter
Posts: 62
Joined: Tue Nov 11, 2014 1:12 am
Contact:

Re: [0.11.x] tno Modpack

Post by tno1 »

Holy shit that is alot of corpses xd maybe add some kind of destruction after some time to it xD

Also how does the Rare Earth Farming goes? is it easy? 2 easy? as it seems on my end that you only got ore spawn for that?

And about power usage? how does that go?

#Think I should change the Alien Tech Replication time to take more more like 30mins/ Artifact#
#Change the Rare Earth Replication time also, would probably also be a good idea it seems to be :p unless ofc. how long gameplay did all that take?

#Changing the spawn of the Rare Earth - now making the deposits smaller, but you can actually find them out in the open :p

oktabyte
Inserter
Inserter
Posts: 28
Joined: Fri Nov 28, 2014 3:00 pm
Contact:

Re: [0.11.x] tno Modpack

Post by oktabyte »

I am farming with medium/regular settings other than very poor richness, and with that you get quite a lot of rare earth, as long as you place your mining drills efficiently. I tried to go for lower settins in a previous attempt, but due to the rare earth only spawning in the starting area (or so it seems), that was way too few. I was hoping at the time to have to set up mining bases outside and connect them by train, but with the current setting that seems a little pointless :D

Power usage is always a little tricky until you a) get an automated solar production going or b) research the highest tier of energy, the red panels are awesome

Once you change the alien artifact thing i guess that it will be a lot harder to get to the top tiers of stuff, but that seems reasonable. I could not figure out what kinds of modules fit into the replicators though.

general playtime is about 25 hours in a total of 3 different worlds, one being mp until desync problems after 11h and about 3minutes :D Time to start a let's play of it once the next changes are done, hopefully this time with no more game breaking bugs, but i havent seen any up until the early lategame after the water fix.

Oh and one more thing: it seems that the biters are no threat at all once you set up some basic turrets. Maybe instead of completely terminating pollution based evolution, make it be very slim instead. Having to go outside an kill aliens to make them evolve without any need to worry about biters (other than cleaning up the 20k corpses again :D) seems a too little challange

EDiT: Pleas give an option to work with normal stack sizes, while it is nice to carry stacks of 9k iron around, having to set up a limit on solar panel production with logistics chests and smart inserters seems kind of annoying, and it takes too much from the inventory management challange of the basegame out :D

tno1
Long Handed Inserter
Long Handed Inserter
Posts: 62
Joined: Tue Nov 11, 2014 1:12 am
Contact:

Re: [0.11.x] tno Modpack

Post by tno1 »

Thanks for that will definetly help alot :p

Yeah the Spawning of Rare Earth was something that was written wrong in the replicators main code - but fixed that so it is in smaller quantity's near your spawn and that you can find them outside.
Also concidering changing it to be X amount instead of a infinite ressource, might make it worth more to go out and farm it and such :p

Yeah I heard alot who said the 9k was way 2 high, so I am thinking of changing most of the raw ressources to be at 1k, and the other things at 250 items - might be better to limit production :p

Yeah well pollution I did have that activated and instantly the evo rate was at max, so might be something that is wrong with it :/ instead I think I will let time decide the evolution rate.

#Edited#
Alright ended up making it pollution based as it is as of standard as it seems to be the best

oktabyte
Inserter
Inserter
Posts: 28
Joined: Fri Nov 28, 2014 3:00 pm
Contact:

Re: [0.11.x] tno Modpack

Post by oktabyte »

tno1 wrote: Yeah I heard alot who said the 9k was way 2 high, so I am thinking of changing most of the raw ressources to be at 1k, and the other things at 250 items - might be better to limit production :p

great, that will make a lot of stuff easier than before
tno1 wrote: Yeah the Spawning of Rare Earth was something that was written wrong in the replicators main code - but fixed that so it is in smaller quantity's near your spawn and that you can find them outside.
Also concidering changing it to be X amount instead of a infinite resource, might make it worth more to go out and farm it and such :p
I kind of like the idea of it being an infinite resource, as long as it is scarce and you need it for a lot of stuff. Maybe use more of it in different places and drop the field sizes, to finally make it worth to actually do some dytech research other than water cleaning :D I still haven't figured out how to efficiently setup research for those 10 packs, which would make a great challenge version of the pack, using mainly dytech research...

So now i really am excited for the next version, keep it up!

tno1
Long Handed Inserter
Long Handed Inserter
Posts: 62
Joined: Tue Nov 11, 2014 1:12 am
Contact:

Re: [0.11.x] tno Modpack

Post by tno1 »

I just released it xD with most of the fixes as mentioned before hand :p

yeah I am going to be changing alot of the main recipe's to also involve the rare earth to create the stuff. or create items faster :p

oktabyte
Inserter
Inserter
Posts: 28
Joined: Fri Nov 28, 2014 3:00 pm
Contact:

Re: [0.11.x] tno Modpack

Post by oktabyte »

Seems like there are a few new bugs :D
Once you research stone gears from rare earth the player crafting will no longer allow autocrafting of stone to gears but replaces them with rare earth. Conveyor belt now raw resource cost of 1 iron plate + 10 rare earth instead of 1 iron + 1 stone... You will have to craft the stone gears manually which is kind of annoying, maybe give the old recipe priority over the old one... Didn't quite get far enough yet to verify this with some of the other new recipes though.
other than that i like the new changes to the rare earth production rate, i will just have to remember for further attemts to not put out too many of them, or the biters will get me again :D

dunpealhunter
Inserter
Inserter
Posts: 24
Joined: Sat Nov 01, 2014 10:16 am
Contact:

Re: [0.11.x] tno Modpack

Post by dunpealhunter »

I have to say, so far i am loving your modpack! Its exactly what i was looking for.
I do have a few things that could hopefully make this modpack better. Since its almost impossible (for me at least) to add more mods to it:

https://forums.factorio.com/forum/vie ... =14&t=4786 This one shows you the current time in the game and how long you have been playing. Could be useful since the power input is solar panels, with this mod you can see the time which is roughly left before its dark.

https://forums.factorio.com/forum/vie ... =14&t=6227 This one basically speaks for itself, a belt blocker that i found in the past to be very useful.

https://forums.factorio.com/forum/vie ... =14&t=5981 A mod that adds the possibility of making longer underground belts.

https://forums.factorio.com/forum/vie ... =14&t=5973 This one adds the possibility to have a storage on top of a belt. Very useful for storing items and saving space.

Post Reply

Return to “Mods”