What are some good mods?
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- Manual Inserter
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What are some good mods?
I have gotten to the point of launching a rocket and think I'm ready for some mods. I hear bobs mods is good.
- bobingabout
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Re: What are some good mods?
It is!Sir Martyn Poliakoff wrote:I hear bobs mods is good.
Though, what you're after in a mod depends on just how good my mods are for you. The mod is split into about 16 different smaller mods for a very good reasons: not everyone likes all the same things. I think what makes it so popular is that I try to cater to a wide range of opinions.
Some of the mods are quite intrusive and game-changing, like the electronics mod, that will make electronics a lot more difficult to manufacture, mostly at the lower end of the scale, because of the extra resources and factories required to get started.
Others like Assembly, and Power just add more tiers to factories and power producing entities, and as such, are basically just tacked on the end, so can be ignored relatively easily.
Logistics has some areas that are a bit game-changing, but most of it is again just additional content.
bobplates, or MCI (Metals, Chemicals and Intermediates) is again a bit of both, most of the content is just added in and runs side by side with existing stuff, with a few minor changes, like the battery recipe, and changing steel to only require 2 iron. However, if you plan to make any of the higher end equipment, you pretty much need this mod, along with ores for it to make sense.
Enemies fills in the gap between Big and Behemoth with quite a few extra tiers, which are now on the "Elemental" side (they attack you with different damage types, like poison, fire, electric etc.) and the warfare mod helps you deal with some of this increased difficulty with better weapons, armors and such. Warfare mod currently requires MCI to function, though I have been thinking of adding in override stuff to make it optional.
on top of all this, certain mods will change what they do and how hard they are based on which other mods of mine are installed. For example, basic electronic components (resistors) will require Coal as an ingredient if carbon isn't available, and copper wire if the tinner copper wire isn't available, which isn't available if there is no tin. so by itself, it requires a piece of coal, and a copper wire, easy.
but if you install bobplates, then both carbon and tin are available, so you'll need to make an entire tin processing chain before you can make the tinned copper wide. Carbon is also available, so you'll need to research chemical processing, and build a coal>carbon filtering system to make that.
And then you want to make an electronic circuit, well, if you just have the electronics mod, you just need a circuit board, and some resistors, and make a circuit. if you have the bobplates mod installed, you'll also need solder, which is made from tin and lead (or tin, copper and silver, but you probably won't have access to silver, it's not in the starting area), so you'll need to make a lead processing chain too, and then research alloying so you can make tin alloy.
Also, the circuit board requires wood to make, so you'll probably want the greenhouse mod, especially if you start in a desert.
Just by changing the configuration of mods, you've made that one item 3 to 4 times more difficult to produce.
Then there's a few utility mods too.
Clock... adds a simple little button in the top left of the screen that tells you the game's time of day in a 24 hour clock.
Techsave makes it so that the research progress is not lost when you choose a different research, and restores that progress when switching back, so if you were researching oil processing, then suddenly realise, oh, I need gun turrets, like, RIGHT NOW!, you can change it, then back again and it will continue from where it left off instead of the beginning again. (This was made by request, due to multiplayer griefing was at a high, where someone would wait until research was almost done, then change it)
Library... is basically my core mod, almost all other mods require it to function, it contains a large list of functions to simplify modding, which can change several lines of code repeated over and over into just 1 line of code... and that one line is repeated over and over, imagine how big a file would be to do the same thing if each of those lines was it's own large block of code.
Config, this mod changes some values, or even enables/disables entire features, or tech trees depending of you actually want to see those in game or not. They range from enabling certain resource fields, disabling new research chains (like the tank ammo damage bonus research) or changing game values (like if my steam power should be godly, giving 800% efficiency boost from MK1 to MK4, giving 400% of the marked fuel value on the resources it consumes, or if the efficiency is closer to only 200%, where the power output doesn't exceed the value marked on the fuel)
If after reading that you are interested in giving my mods a try, the subforum is here viewforum.php?f=51
And, the download links are here viewtopic.php?f=51&t=13919