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Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Thu May 26, 2016 12:35 am
by AlexTheNotsogreat
Ah, the joy of being a 14-year-old on summer vacation. Now I can finally try this mod while the time is good! :shock:

Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Thu Jun 02, 2016 5:20 pm
by Mr. Tact
Does this mod have a requirement to use Bob's mods? When I look at the mod within the loading menu it seems to indicate that...

Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Thu Jun 02, 2016 5:31 pm
by Tnarg
No it is not needed. It is balanced for bob's mod, which is why you see all the warnings. But it's not needed. I liked it with out but if you want a marathon bob's mod game you can.

Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Thu Jun 02, 2016 5:47 pm
by Mr. Tact
Cool. Was hoping that was the situation, but figured I should verify. Thanks.

Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Fri Jun 03, 2016 3:15 am
by Mr. Tact
aka13 wrote: I think I am slowly getting the production to where I want it :lol:
Wow.. 25 million copper plates. Even at the 1 ore to 5 plate, how many separate copper outposts were necessary for that?

Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Fri Jun 03, 2016 12:03 pm
by Tnarg
Mr. Tact wrote:Wow.. 25 million copper plates. Even at the 1 ore to 5 plate, how many separate copper outposts were necessary for that?
I never had more then 3 copper mining bases running at once and did it in 60 hours. But I did have to relocate the mining outposts when the copper ran out. With blueprint for the rails it's not too hard to setup a new base.

Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Sat Jun 04, 2016 2:09 pm
by Mr. Tact
Yeah, I wasn't worried 25 million plate production was needed -- only interested in what it took to get it.

Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Sat Jun 04, 2016 2:26 pm
by aka13
Mr. Tact wrote:
aka13 wrote: I think I am slowly getting the production to where I want it :lol:
Wow.. 25 million copper plates. Even at the 1 ore to 5 plate, how many separate copper outposts were necessary for that?
I use RSO, of course. Without RSO I would propably only be relocating miners instead of doing anything meaningful.
For the last 2 days I am running 2 outposts for copper, 2 trains running non-stop to each one to satisfy the need in copper. I am done with all the research, except for the robot followers, at lvl 10 right now, and launched 3 rockets so far.

If you want, I could link you the savefile.

Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Sun Jun 05, 2016 10:34 am
by Tnarg
Build new mining bases was a little bit of a pain but it was not too bad and I like having to grow my rail network. The biggest pain was pain was killing all the bug bases in the pollution cloud. Which is why all my miners had efficiency modules. 80% less pollution FTW. 3 trains for copper, 2 for iron never did coal trains but I did have had some long belts.

Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Wed Jun 15, 2016 7:27 am
by DRY411S
Right at the beginning of the topic in the mod description it says
This mod is designed to increase the length and difficulty of the game without changing the recipes.
But it is changing the recipes right? Big time.

Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Wed Jun 15, 2016 8:12 am
by aka13
DRY411S wrote:Right at the beginning of the topic in the mod description it says
This mod is designed to increase the length and difficulty of the game without changing the recipes.
But it is changing the recipes right? Big time.
Not really, except for the most basic things - wites and plates. All the difference you see comes from these basic changes.

Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Wed Jun 15, 2016 11:20 am
by DRY411S
aka13 wrote:
DRY411S wrote:Right at the beginning of the topic in the mod description it says
This mod is designed to increase the length and difficulty of the game without changing the recipes.
But it is changing the recipes right? Big time.
Not really, except for the most basic things - wites and plates. All the difference you see comes from these basic changes.
I guess it depends on what you mean by *change* :) There's dozens of what I would call recipe changes in the prototypes folder of this mod. In fact the mod consists *mostly* of recipe changes, in the sense that while the ingredients don't change, the amount of each ingredient sure does.

Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Sat Jun 18, 2016 7:53 pm
by Wulfson
The point is that the ingredients aren't changed. The game is "harder" without inserting a bunch of extra steps in the production chain, unlike other mods that just make things more complicated.

Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Mon Jun 20, 2016 10:16 am
by Tnarg
I'm trying this again and I'm 30 hours in. My base is better this time and I have a plan for green circuits which seems to be working. The problem is I'm using the Science cost overhaul mod (I'm just using the multipliers (2x,4x,6x,9x depending on the science packs used) not the recipes as they are not balances for Marathon. With a bigger base and slow getting tech I'm having to use trains to get coal which I didn't last time but I'm upgrading to solar do I should not need much more coal mines. One problem I have is I'm not using RSO and have all the ore settings to default, so I am spending quite a lot of time setting up new mining bases something that should be better in 0.13 I'm almost got personal roboport so that will make things easier. Having larger ore fields when your spread you will be really good for marathon bases(and large bases in general).

The question if can I complete this before 0.13 last time it took 60 hours but I got Science cost overhaul instead but I also know what I'm doing so I'm not sure.

Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Thu Jun 23, 2016 11:47 am
by Coffee Daemon
The first factorio mod that made me ragequit after watching a veritable army of small biters eat up my copper smelting factory for the 5th time in 5 mins. Also, never thought it would take 5 hours to make a fully functional green circuit production area.

Well played sir, well played.

Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Mon Jun 27, 2016 7:52 pm
by Tev
How is marathon ready for 0.13 (just from the changelog info)?

Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Mon Jun 27, 2016 8:00 pm
by Afforess
Tev wrote:How is marathon ready for 0.13 (just from the changelog info)?
it's not. I will update it later today.

Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Mon Jun 27, 2016 9:58 pm
by Afforess
Marathon 1.1.0 is available for Factorio 0.13 on the mod portal: https://mods.factorio.com/mods/Afforess/marathon

Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Mon Jun 27, 2016 10:05 pm
by Tev
Thanks!

Re: [MOD 0.12.x] Marathon 1.0.3

Posted: Mon Jun 27, 2016 10:25 pm
by bryreichle
Sweet thanks!! Now i dont have to waist 24 game hrs lol. I really like the challenge ur mod adds to the game.