Type: Modpack
Name: Logistic Warfare
Description:
The modpack is based on RSO, Bob's Mods, Yuoki Industries, Natural Evolution and Toxic Jungle. Deal with the challenge of starting in a thick jungle that you must chop down in order to move through, while handling the complexity of Bob's Mods, and the biter difficulty all biter related mods provide. Once your initial supply of resources dries up, use those trains to get to far off resource veins while fighting off the natives.
License: MIT, for indiviual mod licenses see the respective linked mod threads.
Version: 0.1.0
Release: 20th of May, 2016
Last Updated: 18th of May, 2016
Tested-With-Factorio-Version: 0.12.33
Category: ModPack
Tags: Modpack, Logistic Warfare, Bob's mods, RSO, Yuoki Industries, Natural Evolution, Toxic Jungle
Download-Url: Pending... (please construct the modpack yourself for the time being while I find internet to upload the modpack... damn crappy Aussie net...)
Website: Pending...
Map Generation
I recommend maximizing all biter settings, as the Toxic Jungle mod will actually cause pollution generated to be quickly scrubbed before it reaches the biters, and also restrict biter movement. FOR THE CHALLENGE!!!
As for other settings, feel free to choose whatever you desire.
As for other settings, feel free to choose whatever you desire.
Multiplayer
This has not been tested for multiplayer use, however it should theoretically work.
Extra Notes
Me loving modded Minecraft with challenging mobs, extended production line setups in multilevel bases, and OP end-game weapons and armour, I decided to put together my own modpack for Factorio, which I am currently using in my Logistic Warfare Logs posted on my blog and linked on r/factorio. If people love it enough, I may be inclined to open up a dedicated server with the modpack installed, or alternatively host my current map from my own computer. Do note I live in Australia though with terrible internet, so I have no idea how well I can get multiplayer to work.
As I am still tweaking the modpack to my tastes, expect the modpack to change over time. Also, while I welcome any feedback or suggestions you guys may have regarding the modpack, this is essentially a modpack made to suit me and my playstyle. Now, without further ado, let’s move on to the modpack itself!
Note: As mentioned, I do have terrible net, so for the time being I won’t be able to upload the entire modpack. I will however list all versions of each mod I am currently using, as well as the related configs and other changes made to each affected mod. Once I am able, I’ll upload the entire thing so it will be easier to just install it straight away.
As I am still tweaking the modpack to my tastes, expect the modpack to change over time. Also, while I welcome any feedback or suggestions you guys may have regarding the modpack, this is essentially a modpack made to suit me and my playstyle. Now, without further ado, let’s move on to the modpack itself!
Note: As mentioned, I do have terrible net, so for the time being I won’t be able to upload the entire modpack. I will however list all versions of each mod I am currently using, as well as the related configs and other changes made to each affected mod. Once I am able, I’ll upload the entire thing so it will be easier to just install it straight away.
Mod List
TODO: Link all mod forum pages
- Advanced Logistics System 0.2.13 [list]Nice GUI to monitor your logistics systems
- To allow for a limitless supply of raw wood. Building looks awesome too.
- For when blueprints need to be shared
- Headache inducing but very in-depth, and quite fun once you get the hang of things
Mod Versions:- Bob Assembly 0.12.7
- Bob Config 0.12.2
- Bob Electronics 0.12.6
- Bob Enemies 0.12.7
- Bob Library 0.12.3
- Bob Logistics 0.12.7
- Bob Mining 0.12.3
- Bob Modules 0.12.9
- Bob Ores 0.12.7
- Bob Plates 0.12.11
- Bob Power 0.12.6
- Bob Tech 0.12.4
- Bob Warfare 0.12.9
- Designing cool looking bases with this is gonna be awesome
- Uses both vanilla and Color Coding concrete to auto-build concrete around your base using your logistics network
- Having the option for electric furnaces at any level is rather nice
- Place and forget. Just remember that too many ghost items will cause building via construction bots to slow down.
- The time and evolution displays at the top left can be pretty useful for gauging how powerful the biters are.
- I recommend only using this when you either have your pollution contained, or you just don’t want to see any more trees. You’ll understand why…
- Loving the visual tweaks made to Bob’s Mods, as well as how things are ordered in your crafting GUI
- Honestly, if you are using trains yet not using this, you are missing out…
- Having the ability to finely control what exactly you deconstruct is always a welcome feature
- Honestly, the overflow valve is a godsend
- …haven’t used this one yet. Interesting concept though, so I’ll check it out.
- I have this disabled in my game, but is included just in case people like using Forman over Blueprint String
- This and several other end-game mods make rockets even more cool, not to mention automated!
- Use this right, and you’ll never want to use your normal loading/unloading stations ever again. I guarantee it.
- Linking gun turrets to the logistics network is a welcome feature, allowing for more compact base defence designs.
Config Tweak:- Changed Bob’s turrets to request 25 armour piecing rounds instead of the original 5
- Seriously, who put that useless rock there? Use this stone-filled rock instead!
- This adds a few interesting things, but I am debating whether or not to keep it in the modpack, as I don’t use it often enough and it appears to conflict slightly with other mods.
Mod Versions:- Mo Combat 0.5.9
- Mo Industry 0.1.823
- Mo Power 0.4.26
- Mo Trans 0.1.8
- Automating inserting of modules is so good, especially with those extremely large beacon-boosted furnace set-ups
- Oh gawd this makes the game challenging. Also makes for some interesting base and outpost defence ideas.
Mod Versions:- Natural Evolution Buildings 5.3.0
- Natural Evolution Enemies 5.3.0
- Natural Evolution Expansion 5.3.0
- Who doesn’t want the ability to rain death and destruction on those pesky biter bases? Seriously!
Config Tweaks:- Increased Ion Cannon cooldown from 3 to 10 minutes
- Increased Ion Cannon radius from 20 to 40
- Increased Ion Cannon laser damage from 2000 to 5000
- Increased Ion Cannon explosion damage from 500 to 2000
- Increased Ion Cannon heatup time (delay between target designation and firing) from 3.5 seconds to 35 seconds
- Adds both a building and an armour module to auto assign items to be picked up from the ground. With all that pink confetti building up at my defensive walls, this alone will make things look cleaner.
- Considering removing this mod as Yuoki’s Yi-Railway mod also adds an oil tanker, but will be kept anyway to allow for options
- Just a cooler alert system. What’s not to like?
- A nice quality of life mod
- Automate the biter hunt! Just keep in mind that in this modpack, you will need A LOT of them to do any significant damage…
- Increases the carrying capacity of bots to be up to 10 items after research
- Forcing you to use trains to get to ore veins much further away from your spawn area
- Usable once one satellite has been launched. Able to look around anywhere on the map, with even the option to use the Ion Cannons while uplinked.
[quote]Small issue. Apparently you are actually an invisible entity moving around while uplinked. If the invisible entity gets caught in the blast, you die. Also, using the Ion Cannon will result in the biters aggro’ing your invisible entity, and taking any damage from a biter or spitter will also kill you. Hopefully this will be fixed in a later update.[/quote]
- A better PAX train for all to enjoy!
- Simplifies supplying of specific items to logistic networks. For example, a resupply train at a mining outpost ensuring a specific amount of ammo and repair packs are in stock.
- Being able to control when a train should leave a station, when it should refuel, and easily assign multiple trains to the same train line is so easy with this mod.
- Being able to move through extremely compact setups like a solar farm is made possible with this mod.
- This is a WIP mod, so recipes are extremely low and specialised artwork is still lacking, but I like the whole concept of building an underground base so I’m putting this in here.
Config/file changes:- In ‘data.lua’, commented out map settings requirement, as it caused evo rate to flatline to 0.
- In ‘prototypes/recipe/recipes.lua’, default file has been completely replaced with file provided by forum user Vas here
- …why do I do this to myself… Protip: Bring lots of turrets and ammo
- Yet another mod I haven’t tried yet, but after experiencing the Landfill mod and thinking that it felt a little too OP, here’s hoping this one is more balanced.
- Want to test everything in the modpack before going into a normal run? Use this mod! Don’t worry about needing to disable it to play a legit run, as you set whether or not the world is a test world when you load into the world for the first time.
- Track those trains!
- Alright, feel free to disable this one, as it can be extremely tedious and a pain in the backside to build a factory in a densely packed forest, but I like challenges. XD
- The option to infinitely mine ore balanced with the need to feed it fuel is pretty neat, but not entirely necessary.
- First time using this mod, but I like having the ability to keep researching stuff. Makes having a dedicated science outpost quite viable.
- You know when you need to go around your base upgrading the various parts of your base manually? Well this thing can automate the entire thing for you.
- I wanted a bit more variety, but at the same time quite a lot of things are overshadowed by the other mods I have installed. We’ll see how this works out later on.
Config Changes:- Disabled energy structures
- Extremely large and cool-looking warehouses to store all your items.
- Not relevant early on, however late game when your evolution % is too high, extremely large worms can potentially come up from the ground right in the middle of your base to wreck death and destruction. Makes defending not only the outer wall but also the inner workings of the base a very important matter.
- Needed for a couple of mods
- The ability to track the contents of an ore vein is always welcome. Even provides a warning when the ore vein is getting low, or even empty.
- The collection of mods both looks visually awesome, but also decently well thought out. There is barely any information regarding these mods, but learning what each one is and what you can do with the mod still makes for a great experience.
Mod Versions:- Yuoki Industries 0.2.45
- YI-Engines 0.1.8
- YI-PFW 0.0.7
- YI-Railway 0.0.7 [list]Also added all additional trains (10 train addons total)
Issues and Suggestions
Known Issues:
- Satellite Uplink:
Apparently you are actually an invisible entity moving around while uplinked. If the invisible entity gets caught in the blast, you die. Also, using the Ion Cannon will result in the biters aggro’ing your invisible entity, and taking any damage from a biter or spitter will also kill you. Hopefully this will be fixed in a later update. - Heavy lag:
Caused do to many things, either the large number of different trees onscreen, AI pathing of both an extreme number of biters, and robots from the Robot Army mod, or YARM scanning a resource vein for the first time. Best to just zoom in and tough it out. - Bio-Farm:
Building a bio-farm in a subsurface and then attempting to destroy it will cause a crash error. Not tested on surface.
Version History
v0.1.0 (20th of May, 2016): Initial release of modpack content (still pending upload)