[0.14.21] Modpack: Farlands v0.14.7

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Pandemoneus
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[0.14.21] Modpack: Farlands v0.14.7

Post by Pandemoneus » Wed May 04, 2016 2:01 pm

Type: Modpack
Name: Farlands
Description: The modpack is based on RSO, Angel's mods, Bob's mods and Misanthrope. RSO is used to space out the resource generation and adds the need to use trains. That is why there are many train companion mods included. Angel's mods revamp the resource system by reducing the amount of different ores and instead adding compound ores from which the vanilla ores and Bob's ores are extracted. Together with Bob's mods both add an additional layer of complexity that should postpone the end game by several hours.
I also made sure to not add redundant mods. You will find out that this modpack does not add multiple mods that all do the same thing. All mods are carefully hand-picked to enhance the gameplay.
License: MIT, for indiviual mod licenses see the respective linked mod threads.
Version: 0.14.7
Release: 2016-12-20
Tested-With-Factorio-Version: 0.14.21
Category: ModPack
Tags: Modpack, Farlands, Angel's mods, Bob's mods, RSO, Trains
Download-Url: https://github.com/Pandemoneus/Farlands ... 0.14.7.zip
Website: https://github.com/Pandemoneus/Farlands
Map Generation
Multiplayer
Mod List
Screenshots and Lets Plays
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Last edited by Pandemoneus on Tue Dec 20, 2016 10:21 pm, edited 40 times in total.
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires

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Re: [0.12.29+] Modpack: Farlands

Post by Supercheese » Wed May 04, 2016 7:36 pm

Small note: there are newer versions (than the versions on the modpack's Github page) of Logistics Railway and Orbital Ion Cannon available - versions 1.0.7 and 1.1.0, respectively.

There are also newer versions of Bob's Enemies and Bobplates.

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Re: [0.12.29+] Modpack: Farlands

Post by SlyJacob » Wed May 04, 2016 9:50 pm

Looks awesome, going to try out! Thanks

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Re: [0.12.29+] Modpack: Farlands

Post by Pandemoneus » Wed May 04, 2016 9:54 pm

Supercheese wrote:Small note: there are newer versions (than the versions on the modpack's Github page) of Logistics Railway and Orbital Ion Cannon available - versions 1.0.7 and 1.1.0, respectively.

There are also newer versions of Bob's Enemies and Bobplates.
Thanks. I hope with the new Factorio mod portal it will be easier to get notified about updated mods. :)
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires

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Re: [0.12.29+] Modpack: Farlands

Post by Supercheese » Wed May 04, 2016 10:25 pm

Pandemoneus wrote:Thanks. I hope with the new Factorio mod portal it will be easier to get notified about updated mods. :)
Indeed, auto-notification of available updates would be amazing.

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Re: [0.12.29+] Modpack: Farlands

Post by Pandemoneus » Wed May 04, 2016 11:51 pm

v0.1.2 is now out.
Changelog
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires

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Re: [0.12.29+] Modpack: Farlands

Post by SlyJacob » Thu May 05, 2016 8:27 am

After playing for some time, I have these constant fps spikes. Anyone else? It's about every 3 seconds, whatever I am doing, it will lag-spike. I tried turning V-sync on/off, and honest my CPU is quite weak by now, but still, I played with even more mods and haven't experienced such issue. Maybe some generation mod?

Edit: This time, after installing latest factorio bugfixing patch aswell, it's running without spikes.

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Re: [0.12.29+] Modpack: Farlands

Post by Pandemoneus » Thu May 05, 2016 12:22 pm

SlyJacob wrote:After playing for some time, I have these constant fps spikes. Anyone else? It's about every 3 seconds, whatever I am doing, it will lag-spike. I tried turning V-sync on/off, and honest my CPU is quite weak by now, but still, I played with even more mods and haven't experienced such issue. Maybe some generation mod?

Edit: This time, after installing latest factorio bugfixing patch aswell, it's running without spikes.
I don't notice any lag spikes, but I have a beefy computer. :?
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires

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Re: [0.12.29+] Modpack: Farlands

Post by SlyJacob » Thu May 05, 2016 7:57 pm

Pandemoneus wrote:
SlyJacob wrote:After playing for some time, I have these constant fps spikes. Anyone else? It's about every 3 seconds, whatever I am doing, it will lag-spike. I tried turning V-sync on/off, and honest my CPU is quite weak by now, but still, I played with even more mods and haven't experienced such issue. Maybe some generation mod?

Edit: This time, after installing latest factorio bugfixing patch aswell, it's running without spikes.
I don't notice any lag spikes, but I have a beefy computer. :?
I guess it was some sort of first-time-mods-loaded thing. Because it's fine now. Or it was mod version related, because I updated those that were mentioned by someone in the thread, before you released the updated modpack.
Thanks :)

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Re: [0.12.33] Modpack: Farlands

Post by Pandemoneus » Sun May 15, 2016 10:50 am

Updated to v0.1.8!
The modpack also requires Factorio version 0.12.33 now.
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires

Asekhan
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Re: [0.12.33] Modpack: Farlands

Post by Asekhan » Wed May 18, 2016 3:57 pm

Awesome pack, we're using it as initiation to modded Factorio, so far we love it. As for lag spike, my friend have a pretty average computer and we get a fair warning when one of the massive pack of biter decide it's time to attack, it just lag so much when hundreds of biter look for a path to our base. We also got issue with treefarm when it's chest is full, look like it's constantly trying to cut the mature trees but it can't and we get constant lag spike. Everytime when the storage is full we wonder if it's a biter attack or simply too much wood lol. I'm begining to think about fixing the code of treefarm... But other than that we didn't notice much lag.

Also, we had to remove "Macromanaged Turret" as it caused desync issue. That was before the update, but there was no info about this on their thread so we didn't try the new version yet.

We just unlocked the blue research, going smoothly, great pack overall, thanks a lot =)

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Re: [0.12.33] Modpack: Farlands

Post by Pandemoneus » Wed May 18, 2016 4:15 pm

Asekhan wrote:Awesome pack, we're using it as initiation to modded Factorio, so far we love it. As for lag spike, my friend have a pretty average computer and we get a fair warning when one of the massive pack of biter decide it's time to attack, it just lag so much when hundreds of biter look for a path to our base. We also got issue with treefarm when it's chest is full, look like it's constantly trying to cut the mature trees but it can't and we get constant lag spike. Everytime when the storage is full we wonder if it's a biter attack or simply too much wood lol. I'm begining to think about fixing the code of treefarm... But other than that we didn't notice much lag.

Also, we had to remove "Macromanaged Turret" as it caused desync issue. That was before the update, but there was no info about this on their thread so we didn't try the new version yet.

We just unlocked the blue research, going smoothly, great pack overall, thanks a lot =)
I've read about the lag issues with Treefarm, there's an issue posted on their Github page. I am waiting for the update. :)
Thanks for the feedback.
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires

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Re: [0.12.29+] Modpack: Farlands

Post by MewMew » Thu May 19, 2016 11:04 am

SlyJacob wrote:After playing for some time, I have these constant fps spikes. Anyone else? It's about every 3 seconds, whatever I am doing, it will lag-spike. I tried turning V-sync on/off, and honest my CPU is quite weak by now, but still, I played with even more mods and haven't experienced such issue. Maybe some generation mod?

Edit: This time, after installing latest factorio bugfixing patch aswell, it's running without spikes.
I am getting the same Problem. Would love to play this but those spikes make it unplayable. They come like every 3 seconde too!

What bugfixing patch are you talking about?

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Re: [0.12.33] Modpack: Farlands

Post by superiorx » Thu May 19, 2016 1:23 pm

Pandemoneus wrote: I've read about the lag issues with Treefarm, there's an issue posted on their Github page. I am waiting for the update. :)
Thanks for the feedback.
I'm getting the same FPS bug with Treefarm unfortunately :(
Besides that though, this mod pack is amazing :D Thank you so much for updating and maintaining it, Pandemoneus!

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Re: [0.12.33] Modpack: Farlands

Post by Pandemoneus » Thu May 19, 2016 1:35 pm

MewMew wrote:I am getting the same Problem. Would love to play this but those spikes make it unplayable. They come like every 3 seconde too!

What bugfixing patch are you talking about?
The Factorio 0.12.33 patch I suppose. You can get it by going to your Steam library, right-click on Factorio -> Properties -> Betas and select "expertimental".
superiorx wrote:I'm getting the same FPS bug with Treefarm unfortunately :(
Besides that though, this mod pack is amazing :D Thank you so much for updating and maintaining it, Pandemoneus!
Thanks. I will wait for a timely patch for Treefarm. I am reclutant to remove the mod because ScienceCostTweaker adds resin to the science packs and you need lots of wood for Bob's circuits too. I know that Angel adds a way to get wood, too, but it's not accessable early on.
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires

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Re: [0.12.33] Modpack: Farlands

Post by superiorx » Thu May 19, 2016 1:54 pm

Pandemoneus wrote:
MewMew wrote:I am getting the same Problem. Would love to play this but those spikes make it unplayable. They come like every 3 seconde too!

What bugfixing patch are you talking about?
The Factorio 0.12.33 patch I suppose. You can get it by going to your Steam library, right-click on Factorio -> Properties -> Betas and select "expertimental".
superiorx wrote:I'm getting the same FPS bug with Treefarm unfortunately :(
Besides that though, this mod pack is amazing :D Thank you so much for updating and maintaining it, Pandemoneus!
Thanks. I will wait for a timely patch for Treefarm. I am reclutant to remove the mod because ScienceCostTweaker adds resin to the science packs and you need lots of wood for Bob's circuits too. I know that Angel adds a way to get wood, too, but it's not accessable early on.
I don't think you need to take it out of the mod pack either. I managed to fix crudely fix the issue by adding an extra inserter to remove excess wood from the tree farms :)

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Re: [0.12.33] Modpack: Farlands

Post by Pandemoneus » Thu May 19, 2016 2:03 pm

Alright, I mentioned the Treefarm issue in the issue spoiler in the first post.
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires

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Re: [0.12.33] Modpack: Farlands

Post by MewMew » Thu May 19, 2016 2:22 pm

Emptying the treefarms did fix the spikes! lol

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Re: [0.12.33] Modpack: Farlands v0.1.9

Post by Asekhan » Thu May 19, 2016 11:41 pm

Those lag spike where bugging me, especially for something so simple, so I fixed it. I sent them a pull request on git with the fix so we should get an official update soon. In the mean time, here's my version if you want.
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Treefarm-Lite_0.4.1.zip
(670.16 KiB) Downloaded 80 times

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Re: [0.12.33] Modpack: Farlands v0.1.9

Post by roy7 » Fri May 20, 2016 3:54 am

Asekhan wrote:Those lag spike where bugging me, especially for something so simple, so I fixed it. I sent them a pull request on git with the fix so we should get an official update soon. In the mean time, here's my version if you want.
Thanks! :)

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