Masotorio. [0.17.45+]

Doesn't fit in the other categories, like libraries, small fixes or modpacks.
Sopel
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Masotorio. [0.17.45+]

Post by Sopel » Tue Mar 19, 2019 7:58 pm

I've wanted to post this pack for the last few months but was hesitating because of how much problems there was with it, but it's getting more mature now.
This pack was created for maximum complexity, but at the same time it tries to keep things balanced, reasonable, and not tedious.
I have made minor alterations to some recipes.
The settings have been carefully chosen by what I consider to be the most fun.
The modpack is currently being played by me and my friend, though I can't guarantee that there are no progression cycles as it's hard to look for them in isolation and playtesting is not an option.
Mods are being updated all the time, it should always be possible to update without problems, though sometimes there are breaking changes.
I will try to keep it up to date, but I consider this modpack mostly as a proof of concept for those who can handle things by themselves.
I also want to give a shout out to some awesome [less known] mods that are really making this modpack.

Version for 0.17.45:
almost everything updated
added bob's equipment mod for compatibility
didn't spot any apparent changes apart from that thorium now generates, but it is also available through ore sorting so shouldn't be a problem in older worlds

Download full [~470MiB]: https://drive.google.com/file/d/1ckUo30 ... sp=sharing
Download just modpack specific files [~10KiB]: https://drive.google.com/file/d/1ug8JmO ... sp=sharing


DESCRIPTIONS:

Contents:
Angel's:
angelsaddons-pressuretanks_0.4.0.zip
angelsbioprocessing_0.6.1.zip
angelspetrochem_0.8.1.zip
angelsrefining_0.10.4.zip
angelssmelting_0.5.3.zip
only-smelting_0.2.2.zip -- required for some config settings that make you more inclined to actually get the smelting quickly

Bob's:
bobassembly_0.17.2.zip
bobelectronics_0.17.1.zip
bobenemies_0.17.2.zip
bobequipment_0.17.2.zip
bobinserters_0.17.1.zip
boblibrary_0.17.0.zip
boblogistics_0.17.3.zip
bobmining_0.17.2.zip
bobmodules_0.17.2.zip
bobores_0.17.1.zip
bobplates_0.17.2.zip
bobpower_0.17.2.zip
bobrevamp_0.17.0.zip
bobtech_0.17.2.zip
bobvehicleequipment_0.17.0.zip
bobwarfare_0.17.1.zip

Clown's:
Clowns-AngelBob-Nuclear_1.1.2.zip
Clowns-Extended-Minerals_1.1.3.zip
Clowns-Nuclear_1.3.2.zip
Clowns-Processing_1.3.2.zip

Pyanodon's:
pycoalprocessing_1.0.18.zip
PyCoalTBaA_0.0.44.zip
pyfusionenergy_1.1.7.zip
pyhightech_1.0.18.zip
pyindustry_1.1.2.zip

QoL:
AutomaticLogisticChest_0.7005.33974.zip -- optional -- makes it easier to setup requester chests
Bottleneck_0.10.0.zip -- optional --
CopyAssemblerPipeDirection_0.1.2.zip -- optional --
creative-mod_1.0.4.zip -- optional -- for cheaty planning worlds
even-distribution_0.3.4.zip -- optional -- but expect to use it heavily for the first 15h
EvoGUI_0.4.401.zip -- optional -- shows evolution, time, etc.
FNEI_0.2.2.zip -- optional (but not really) --
helmod-optimized_0.8.7.zip -- optional (but not really) -- this is an optimised version of helmod that makes it actually playable
MaxRateCalculator_3.0.20.zip -- optional --
miniloader_1.7.4.zip -- optional --
multi-product-recipe-details_0.17.2.zip -- optional -- very handy, lets you see the names of recipes' results
Nanobots_3.0.6.zip -- optional (if you like cutting trees by yourself) --
PickerAtheneum_1.0.0.zip
PickerExtended_4.0.0.zip -- optional --
production-monitor_0.17.0.zip -- optional --
recursive-blueprints_0.17.0.zip -- optional --
Squeak Through_1.3.0.zip -- optional (but I dare you play without it) --
Tapeline_0.3.1.zip -- optional --
VehicleSnap_1.17.1.zip -- optional --
WaterWell_1.0.20.zip -- optional -- I don't consider it cheating since you need water pretty much everywhere and there are more exciting logistical problems there. Anyway, it takes good 10h to get the first one.
textplates_0.4.1.zip -- optional --
TheFatController_4.0.3.zip -- optional --
Todo-List_17.2.1.zip -- optional -- but nice

Trains:
train-pubsub_0.4.4.zip -- optional -- can be used alongside LTN, is a simpler version of it
LogisticTrainNetwork_1.10.3.zip -- optional --
LTN_Tracker_0.9.4.zip -- optional --
FARL_3.0.1.zip -- optional --

Other big:
Bio_Industries_0.17.7.zip

Misc:
stdlib_1.0.2.zip -- i don't remember what requires it
AsphaltRoads_1.1.4.zip -- optional -- adds nice asphalt tiles
BlackMap_0.0.1.zip -- optional -- a new interesting mod that makes radars mandatory to keep vision of the map. I recommend playing with it just because it's more fun.
bullet-trails_0.4.1.zip -- optional --
Dectorio_0.9.7.zip -- optional --
Enhanced_Map_Colors_1.4.7.zip -- optional --
Warehousing_0.2.1.zip -- optional -- an alternative to warehouses from pyindustry
ShinyAngelGFX_0.17.1.zip -- optional --
ShinyBobGFX_0.17.2.zip -- optional --
rso-mod_4.0.3.zip -- the ore generation was broken without it some time ago, don't know how it's now, you may try without it

THE BEASTS:
MoreSciencePacks_0.1.05.zip -- 30 science packs because this game deserves more
MomoTweak_0.17.7.zip -- the heart of this mod. One picture is worth a thousand words Image
SpaceMod_0.4.1.zip -- as if you're getting there

ModpackFixes_1.0.4.zip -- to stay reasonable and balanced. Used to fix some compatibility issues, but it's been a long time, some things may be reduntant now. Most changes are explained in the mod's data-final-fixes.lua file. This is my personally crafted small mod to have a way of fixing anything that is broken, it's not available publicly as it's very specific to this modpack. You don't have to use it but I don't know if the modpack will be playable without it. NOTE: The control.lua contains a script that increases the cost of science after every reaserch (this tops at ~4x in this modpack). This IS optional, you can just remove it.


Other general info:
Playing without biter expansion is probably wise.
Even though I got alien biomes with some minor stuff disabled to use just perfectly enough tile slots it seems to be incompatibile with pyanodon's.
It is grindy for the first few hours before the angel's smelting is set up but I can't do anything about that.
PyRO is highly incompatibile with angel's and I like angel's more. Last time I checked it was also very unbalanced and the concept of 'build more complex things just when you have to squeeze every resource possible' is not something I'm keen on.
Recommended world settings (for 1-2 people) (OLD, may not work properly now):

Code: Select all

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8lf7G4TwyczfrnbG/WT/wFYxogr<<<

Any feedback is appreciated.

// don't know how to hide it by default
older versions/changelog:
version for 0.17.22 (23 still breaks mods sadly):
Mod changes:
angelspetrochem_0.8.2.zip
angelsrefining_0.10.8.zip
angelssmelting_0.5.4.zip
AsphaltRoads_1.1.5.zip
Bio_Industries_0.17.11.zip
bobelectronics_0.17.2.zip
bobinserters_0.17.3.zip
boblogistics_0.17.5.zip
bobpower_0.17.3.zip
bobrevamp_0.17.1.zip
bobwarfare_0.17.3.zip
Bottleneck_0.10.3.zip
Dectorio_0.9.10.zip
Enhanced_Map_Colors_1.4.8.zip -- CURRENTLY DISABLED BECAUSE THE NEWEST UPDATE TO BOB MAKES IT CRASH SOMETIMES
even-distribution_0.3.6.zip
FARL_3.1.2.zip
FNEI_0.2.3.zip
helmod_0.8.7.zip -- used to be helmod optimized, but the gui was buggy and the performance of helmod has improved. But use whichever you prefer
LogisticTrainNetwork_1.10.5.zip
LTN_Tracker_0.9.8.zip
miniloader_1.7.6.zip
ModpackFixes_1.0.7.zip - changes described lower
MomoTweak_0.17.17.zip - changes some stuff with sciences after 10th afaik. Should be managable before that, I can't remember everything that was changed. Vial recipe changed name so it is required to reset it in the furnaces. Also changes building-pack recipe to use iron sticks - less iron, same machine, no big problem, just reset the recipe
MoreSciencePacks_0.1.08.zip
OpteraLib_0.1.1.zip
pycoalprocessing_1.1.1.zip - distillation tower changed fluid input positions by tile each, can't do much about it, you have to adjust piping, sorry
PyCoalTBaA_0.0.44.zip - seems that urea takes less fawogae now and fawogae is made faster, builds stay backwards compatibile so i left it as it is
pyfusionenergy_1.2.0.zip
pyhightech_1.1.1.zip
pyindustry_1.1.6.zip
recursive-blueprints_0.17.3.zip
SpaceMod_0.4.2.zip
TheFatController_4.0.5.zip
Warehousing_0.2.2.zip
And non-breaking [changes]/[bug fixes] that were not listed here explicitly.
Modpack specifix fixes changes:
- revert the breaking change for vial recipe that happened in momo's v. 0.17.11. Makes it the same cost as it was before.
- fix a technology cycle around rubber, fluid-handling and engine
- bring back the default railway stuff. That is make normal rails unlocked by railway 1 (unintended change by bioindustries, just annoying in this modpack)

Settings changes:
- disable momo's harder logistics (introduced in one of recent updates, was a breaking change)
If you changed any settings then you can just disable that one and be good

Download full [~450MiB]: https://drive.google.com/file/d/1x47yv5 ... sp=sharing
Download just modpack specific files [~9KiB]: https://drive.google.com/file/d/1PIIK_1 ... sp=sharing
Download just changes: Almost all big modes were updated so just download full...

0.17.15
Download full [~400MiB]: https://drive.google.com/file/d/1qlj-tI ... sp=sharing
Download just modpack specific files [~8KiB]: https://drive.google.com/file/d/1o8Bf2b ... sp=sharing
Last edited by Sopel on Wed Jun 05, 2019 9:33 am, edited 3 times in total.

Kostia81
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Re: Masotorio. [0.17.15+]

Post by Kostia81 » Mon Mar 25, 2019 11:40 am

Hi, Sopel. Thank you for your modpack. I did not dare to use some of the biggest mods in your modlist, but the fact that someone put those together, plays them and says that it is ok. I could not miss that. I already played about 16 hours, and the research tree is still about 95% red. And I like that. I added some mods though:
Big Bags (for QoL techs mostly, I didn,t see such in your modpack)
Walls block spitters (I prefer game with expansion, so, a little help for me, keeping in mind your words "Playing without biter expansion is probably wise.")
TimeTools (to speed up things sometimes)
Well, I am going to play this modpack for a long time, so I am curious are you going to update your tweaks?
Because mods update often and soon your tweaks may become incompatible. That would be sad.

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Re: Masotorio. [0.17.15+]

Post by Sopel » Mon Apr 01, 2019 7:39 pm

I will do an update soon as 2 days ago there were some significant updates, and try to write up all the 'breaking' changes made by mods and by my fixes.

updated

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Re: Masotorio. [0.17.15+]

Post by Kostia81 » Sat Apr 27, 2019 11:49 am

Hi, again. I came to the point when I can't produce Chemical science pack, because it is produced at Assembling machine 3. And on my way to that machine I must use Chemical science pack.

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Re: Masotorio. [0.17.15+]

Post by slay_mithos » Sun May 05, 2019 9:52 pm

I picked probably the worst da to want to play Factorio again with the update that broke so many mods (fixing it manually is feasible but it takes a while since the game only tells you about a single error at a time, and many mods don't allow distributing the modified versions).

Should I wait a few days/weeks or should I revert my game to 0.17.34?
0.17.35 seems to have some fairly important-sounding fixes so I'm not sure.

While I haven't been able to play the pack just yet I would like to take this opportunity to thank you for putting it together so that lazy people like me can play with all of these mods without having to worry about what mod's version is compatible with what other mod's version and so on.
I will probably never launch a single rocket (it's the usual for me, even in vanilla I often quit before the rocket) but I still intend to have hours of fun making stupid mistakes and overly complex bases.

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Re: Masotorio. [0.17.15+]

Post by Hoschi » Sun May 12, 2019 10:55 am

HI

0.17.22 is not available on Steam we need a new Version PLS

MFG

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Re: Masotorio. [0.17.15+]

Post by slay_mithos » Tue May 14, 2019 5:22 pm

Hoschi wrote:
Sun May 12, 2019 10:55 am
HI

0.17.22 is not available on Steam we need a new Version PLS

MFG
I don't know if it's very helpful but I did manage to load it with "0.17.x" as the version by first disabling all mods on the first load, then going in the mods menu and updating everything to the latest version (the ingame installer is faster than manually downloading all those mods one by one, even if you account for loading the game twice just to access the menu).

Because I didn't play the pack before, it is likely that some things in the pack-specific patch mod are no longer working as intended, but at least the game loaded and I could start playing.

(I didn't play much since I just wanted to check how crazy the early game was with the pack, I intend to do a sea block playthrough first before going for such a crazy pack since I didn't play factorio for quite a while and it seemed like a bad idea to start directly with this)

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Re: Masotorio. [0.17.15+]

Post by lacuna95 » Wed May 22, 2019 6:35 pm

To play this modpack in version [factorio 0.17.42] you need 3 changes [ I play for steam ]

1 - install the mod pack - full version in a CLEAN folder inside the factorio
appdata / roaming / factorio / mods

2 - Uptade all mods via steam for current versions [22/05/2019 today]

3 - downgrade or upgrade mod bobplates_0.17.2.zip to version 0.17.6 and NEVER NEVER NEVER update this mod or your game will break

if you want to add or remove other mods from this configuration... go one by one.
The way I described it
I did not get any errors until now

references: https://mods.factorio.com/mod/bobplates ... 000c668a57

good game

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Re: Masotorio. [0.17.15+]

Post by Kostia81 » Thu May 23, 2019 11:57 am

3 - downgrade or upgrade mod bobplates_0.17.2.zip to version 0.17.6 and NEVER NEVER NEVER update this mod or your game will break
Looks dangerous, but can you describe what exactly will happen?
How can I notice that the game is broken?
Do you mean unabling to run a game or something more insideous?

Unabling to load is not so much of a problem. It solves after updating some more mods.
I often update all mods, after backup of the folder.
For several days the game is not loading, so I wait.
For now MadClown01's Processing is the problem. Updated 2 months ago.

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Re: Masotorio. [0.17.15+]

Post by lacuna95 » Thu May 23, 2019 10:01 pm

if the mod version bobplates is greater than 0.17.6 the game does not start,
so simple, it conflicts with several mods

has a full description of the problem at the link I copied above

I still do not know how to resolve the madclown01 processing
while I'm riding the root of my mega base

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Re: Masotorio. [0.17.15+]

Post by Hoschi » Fri May 31, 2019 12:55 pm

The Problem is solved , I have donwloaded bevor deleted 0.7.22 from https://factorio.com/download/experimental , that work perfect :-P

With update and bobs.plates version , i have this error


13.591 Error ModManager.cpp:1294: Fehler beim Laden von Mod "Clowns-Processing": __Clowns-Processing__/data.lua:44: __Clowns-Processing__/prototypes/overrides.lua:156: attempt to index field 'battery-mk3-equipment' (a nil value)
stack traceback:
__Clowns-Processing__/prototypes/overrides.lua:156: in main chunk
[C]: in function 'require'
__Clowns-Processing__/data.lua:44: in main chunk
stack traceback:
[C]: in function 'require'
__Clowns-Processing__/data.lua:44: in main chunk
13.593 Loading mod core 0.0.0 (data.lua)
13.745 Checksum for core: 845174595
13.822 Error ModManager.cpp:1294: Error in assignID, recipe-category with name 'crafting' does not exist.

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Re: Masotorio. [0.17.15+]

Post by Kostia81 » Mon Jun 03, 2019 3:04 pm

For version 17.45 with everything updated plus bob's personal equipment the game is launching and works fine.

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Re: Masotorio. [0.17.15+]

Post by Sopel » Tue Jun 04, 2019 11:29 am

Sorry for not keeping it up to date, but the constant factorio updates, and mods breaking exchausted me and I just took a break. Didn't even know many people were using it.
Thanks to those who managed to get it on their own and posted solutions.
I wanted to wait for a more stable release, but seeing that 17.22 is not available anymore I may have to bring it up to date soon. I will try to find some time in the coming days but I'm quite busy and can't guarantee anything.

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Re: Masotorio. [0.17.45+]

Post by Sopel » Wed Jun 05, 2019 9:22 am

Updated.
Surprisingly little amount of problems this time.

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Re: Masotorio. [0.17.45+]

Post by pro5 » Mon Jun 10, 2019 11:26 pm

Game can't load in 17.47. Errors apeears.

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Re: Masotorio. [0.17.45+]

Post by Sopel » Wed Jun 12, 2019 4:17 pm

17.45 is still available, I won't update the pack here because I don't care about further versions unless critical bugs appear
either downgrade or update the mods yourself

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Re: Masotorio. [0.17.45+]

Post by Hoschi » Fri Jun 14, 2019 8:22 pm

PLS Fix the Jax 35 Pressure Tank , he need 20 Basic Circuit Boards .
This game dont have BASIC Circuit Boards .
Pls Change to "Circuit 1"

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Re: Masotorio. [0.17.45+]

Post by Hoschi » Fri Jun 14, 2019 10:48 pm

ok have found it
replace in momotweak /prototypes /angel.tweak.lua

bobmods.lib.recipe.add_ingredient("angels-pressure-tank-1", {momoTweak.ele.circuit[1], 20})
with
bobmods.lib.recipe.add_ingredient("angels-pressure-tank-1", {"cm-electronic-circuit", 20})

MFG

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Re: Masotorio. [0.17.45+]

Post by Kuchikucha » Sun Jun 16, 2019 5:22 pm

Hi guys :

Do I miss something, or is the mod locked from the beginning ?
To get Science packs I need Circuit Substrate 1... which is to be done by an industry needing this very item. ?

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Re: Masotorio. [0.17.45+]

Post by Sopel » Mon Jun 17, 2019 12:57 pm

Kuchikucha wrote:
Sun Jun 16, 2019 5:22 pm
Hi guys :

Do I miss something, or is the mod locked from the beginning ?
To get Science packs I need Circuit Substrate 1... which is to be done by an industry needing this very item. ?
You can make them by hand using a different recipe
The modpack as is has it unlocked from the beginning on 0.17.45, tested.

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