Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.3.2
Posted: Fri May 27, 2016 7:18 pm
EDIT: I'm silly. you didn't break Alien Control stations. They just are named as different items now.
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Someone posted a re-skined artifact, one of those New Icon Mods, and I gave it a try.Shrooblord wrote:Yes, that worked TheSAguy! Out of curiosity, what is different about these graphics as opposed to the ones provided in the original download of the mod?
Code: Select all
All Bobs:
- bobassembly
- bobconfig
- bobelectronics
- bobenemies
- boblibrary
- boblogistics
- bobmining
- bobmodules
- bobores
- bobplates
- bobpower
- bobtech
- bobwarfare
Natural_Evolution_Buildings - Default settings
Natural_Evolution_Enemies - - Default settings so on Hard
Natural_Evolution_Expansion- Default settings - so harder endgame and double science cost.
rso-mod - Need to discuss settings. I think the start is a little too rich
Swarm
VanillaEx
Hive_Buster
Hunting_Grounds
Bio_Farm - Wood Production
Warehousing - The mod I use for large storage
InterfaceChest / Single-Splitter - Probably don't need both, like the belt load balancer
Graphic Updates and Helper Mods:
Enhanced_Map_Colors
EvoGUI
WaiTex
ExtraChests - mainly for the updated Bob's graphics
upgrade-planner
Landfill
FARL
advanced-logistics-system - needed?
prospect - Probably not needed
FactorioMaps - I create maps with this for review when I can't play.
Right now our mod lists look very similar, I just haven't tried a playthrough with Bob's other mods (besides enemies) I will be soon though.TheSAguy wrote:Proposal for 0.13.
Is anyone interested in playing a game with the same mods and map settings / string?
I was thinning I'd list my Mods I'm using and having a discussion on what other mods to add and what mods to drop and the reasons for each.
We might not agree on all, but at least we could end up with a very similar gaming experience. Though, 0.13 will have a lot of code breaking updates, so it might be a while before all current mods are updated.
Anyways, here my Mods:
Thoughts?
Warning though, Once you go Bob, there's no going back....Raught19 wrote: Right now our mod lists look very similar, I just haven't tried a playthrough with Bob's other mods (besides enemies) I will be soon though.
Cool!Raught19 wrote: I just started using your Biofarm mod, and its pretty awesome! I'm trying out hive buster now.
I think this is where we differ the most. Here I think Orzelek and my play stiles are more similar.Raught19 wrote: For Natural Evolution's config I keep everything hard, besides Harder Endgame, and harder science cost. Because I already play with my map settings as Very Low on resources, Very Rich on quality, and when I tried that with harder science it ate all of my resources before I could even research trains! lol
Harder end-game is turned off only because I like my games to be able to last forever.
Warehouse comes in very handy for large storage. I also like using them at my train stations:Raught19 wrote: I'm going to try out the Warehouse mod next as well, that looks pretty cool!
Glad you said this, since I was considering it. It's a fine line between Expanding and having fun, vs just tedium...orzelek wrote:This set looks like subset of mine.
I did use marathon this time but after 90h I got a bit bored. Next time without it for sure.
Could you post your mod list. I'd like a good underground extender.orzelek wrote: I do use some other mods that give longer underground belts, BigBrother for radars and some other small nice to have tools. Haven't used Hunting Grounds yet.
Okay, so I take it you're using science cost tweaking mod and not using NE's cost tweaks, correct?orzelek wrote: I'm not going anywhere without science cost tweaking mod. Usually using science tweaker with standard beakers and cost multipliers.
Not familiar with BigBags, will have to check it out.orzelek wrote: I do plan my 0.13 with BigBags and full set of angels mods plus loots of biters
TheSAguy wrote: BTW, this is my current map settings. I think maybe a little less water for 0.13. What changes do you guys think.
Thanks for the report.XBBX wrote:
after some reading i realize you know about this i hope you can fix it
My feeling is that he was in a) sandbox mode or b) dead in MP or something similar to those two.TheSAguy wrote:Thanks for the report.XBBX wrote:
after some reading i realize you know about this i hope you can fix it
Can you please tell me what you were doing when this happened?
I assume it was MP?
Thanks
Hey, where are links to your updated mod? I've save with this mod and im looking forward to continue it.TheSAguy wrote:Will release today.
Postal seems down. Let me know if anyone knows how to fix above.
Thanks.
TheSAguy wrote:They are on the Mod Portal now!
NE Expansion
NE Enemies
NE Buildings
Please use those.
The only change I'd make is to set NE.ScienceCost, from True to False in NE_Evolution Config file.mbattjes@gmail.com wrote:thanks for .13 versions.
Any experience with using Marathon and this mod? Since everything takes much longer I suppose maybe some changes to time would be needed, or perhaps a larger starting area with RSO?
Yeah thats what i did as well, and i turned harder end game off because it doubles rocket part costs, which are already crazy enough with just Marathon.TheSAguy wrote: The only change I'd make is to set NE.ScienceCost, from True to False in NE_Evolution Config file.
But other than that they will work well together. But be prepared for a long hard game though...