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[0.11.6] tno Modpack V2.8
Posted: Wed Nov 26, 2014 3:51 am
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.
Re: [0.11.x] tno Modpack
Posted: Wed Nov 26, 2014 4:37 pm
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
Re: [0.11.x] tno Modpack
Posted: Wed Nov 26, 2014 4:39 pm
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
Re: [0.11.x] tno Modpack
Posted: Thu Nov 27, 2014 10:50 am
by 13ingGo
It's so GREAT!!
Re: [0.11.x] tno Modpack
Posted: Thu Nov 27, 2014 10:52 am
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
Re: [0.11.x] tno Modpack
Posted: Thu Nov 27, 2014 11:06 am
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.
(my EN nod good)
Re: [0.11.x] tno Modpack
Posted: Thu Nov 27, 2014 11:09 am
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
Re: [0.11.x] tno Modpack
Posted: Fri Nov 28, 2014 3:03 pm
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...
Re: [0.11.x] tno Modpack
Posted: Fri Nov 28, 2014 10:08 pm
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
Re: [0.11.x] tno Modpack
Posted: Fri Nov 28, 2014 10:55 pm
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
Re: [0.11.x] tno Modpack
Posted: Sat Nov 29, 2014 6:45 pm
by Vitduo
Oh, holy shit, it's so heavy modpack
Re: [0.11.x] tno Modpack
Posted: Sun Nov 30, 2014 9:34 am
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)
Re: [0.11.x] tno Modpack
Posted: Sun Nov 30, 2014 11:20 pm
by oktabyte
Yay for the fixes
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
Re: [0.11.x] tno Modpack
Posted: Sun Nov 30, 2014 11:30 pm
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
Re: [0.11.x] tno Modpack
Posted: Mon Dec 01, 2014 10:14 am
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
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
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
) 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
Re: [0.11.x] tno Modpack
Posted: Mon Dec 01, 2014 3:06 pm
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
Re: [0.11.x] tno Modpack
Posted: Mon Dec 01, 2014 3:57 pm
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
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!
Re: [0.11.x] tno Modpack
Posted: Mon Dec 01, 2014 4:00 pm
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
Re: [0.11.x] tno Modpack
Posted: Mon Dec 01, 2014 6:41 pm
by oktabyte
Seems like there are a few new bugs
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
Re: [0.11.x] tno Modpack
Posted: Tue Dec 02, 2014 12:42 am
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.