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Trivial, but you'd never be able to post it to the mod portal and keeping up with updates would be annoying.
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# ? Sep 22, 2021 17:34 |
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# ? May 19, 2024 15:47 |
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kanonvandekempen posted:I know nothing about modding but how difficult would it be to take the space exploration mod and just make a 'space exploration without the bullshit' mod? It depends on what you mean by bullshit; there are add-on mods that tweak recipes (like https://mods.factorio.com/mod/LarkenxK2SETweaks for K2+SE) that I imagine should be sorta straightforward to do. But I assume that you can't change the teleport incompatibility thing for instance with another mod and doing things like "spaceships shouldn't need launch energy" or other things that mess with mechanics would probably be hard/impossible too. Besides that method yeah as mentioned the SE license doesn't allow forks so you can't clone it and put a different version of it onto the mod portal.
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# ? Sep 22, 2021 19:11 |
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I remember minecraft modders adding harmful code to their own mods to prevent people from using them in modpacks. Or even the Industrialcraft developer sabotaging wiki pages that contained spoilers for content in his mod that he wanted people to discover on their own.
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# ? Sep 22, 2021 20:48 |
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If I ever make a game the built-in mod repo is going to require you to pick from GPL, MIT or CC licenses, along with a rider license specifically forbidding intentionally interfering with other mods for this specific reason.
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# ? Sep 23, 2021 17:54 |
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KillHour posted:If I ever make a game the built-in mod repo is going to require you to pick from GPL, MIT or CC licenses, along with a rider license specifically forbidding intentionally interfering with other mods for this specific reason. This is basically the ksp one and it helped the game so loving much.
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# ? Sep 23, 2021 23:09 |
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Nalesh posted:This is basically the ksp one and it helped the game so loving much. Its also had the odd (though very helpful) side effect of causing basically every outdated mod to be adopted by one or two people.
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# ? Sep 24, 2021 21:27 |
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Sounds like all these modders were orginally minecraft modders.
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# ? Sep 24, 2021 22:08 |
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Nalesh posted:This is basically the ksp one and it helped the game so loving much. Yeah, KSP set up all that specifically as a response to one or two bad actors pulling poo poo like this instead of, you know, hiring them
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# ? Sep 24, 2021 22:47 |
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Starsector does that too with it's mods, and they are so much better for. The moding community for that is so goddamn cooperative to the point of that they actively try to balance their stuff with other mods in mind.
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# ? Sep 25, 2021 05:08 |
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KillHour posted:If I ever make a game the built-in mod repo is going to require you to pick from GPL, MIT or CC licenses, along with a rider license specifically forbidding intentionally interfering with other mods for this specific reason. Yeah if I ever release a modding API for a game I make the headers are going to be GPL'd lol
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# ? Sep 25, 2021 06:52 |
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Inglonias posted:This loud Australian man has posted the highlights for a (still ongoing, apparently) heavily modded playthrough of Factorio. I enjoy this sort of content. Maybe you will too. is there a modlist for this somewhere?
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# ? Sep 25, 2021 19:04 |
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Nalesh posted:is there a modlist for this somewhere? The Space Exploration addon comes with a bunch of dependencies. I'm not sure if that's his entire list, but it could be most of it. https://mods.factorio.com/mod/space-exploration/downloads
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# ? Sep 26, 2021 01:44 |
Nalesh posted:is there a modlist for this somewhere? As far as I can tell its essentially the top ~20 mods (+ their dependencies) that don't also break compaditiblity with SpaceX
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# ? Sep 26, 2021 01:47 |
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Yeah makes sense
Nalesh fucked around with this message at 02:08 on Sep 26, 2021 |
# ? Sep 26, 2021 01:47 |
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Inglonias posted:This loud Australian man has posted the highlights for a (still ongoing, apparently) heavily modded playthrough of Factorio. I enjoy this sort of content. Maybe you will too. That's pretty fantastic but if I started a project like that I'd be in space somewhere in March next year
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# ? Sep 26, 2021 18:35 |
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Nalesh posted:is there a modlist for this somewhere? The guy got a lot of requests for the list and finally posted it yesterday. code:
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# ? Sep 26, 2021 21:05 |
Inglonias posted:
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# ? Sep 26, 2021 21:21 |
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I really wanna do a playthrough where there's no non AAI miners, basically making it a more CnC kinda thing.
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# ? Sep 27, 2021 00:34 |
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I'm getting the itch again. I enjoy making complicated, twisty little factories, rather than the giant industrial mega-scale factories, and I recall there was an overhaul mod that leaned more in that direction. Py something? Pyblock? Sea block??
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# ? Sep 28, 2021 01:44 |
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Solumin posted:I'm getting the itch again. I enjoy making complicated, twisty little factories, rather than the giant industrial mega-scale factories, and I recall there was an overhaul mod that leaned more in that direction. Py something? Pyblock? Sea block?? Pyanodons mods are probably the most complicated way to play the game, but Seablock comes in a close second. Pyanodons makes everything massively more complicated to make. Seablock you start out in the middle of an ocean and have to make your own land, and it includes Bob's and Angel's mod packs which also make everything a lot more complicated to make, but not quite as complicated as Pyanodons. I've never tried Pyanodons as Seablock was over the top for me and I bounced off of it fairly early.
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# ? Sep 28, 2021 01:50 |
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Solumin posted:I'm getting the itch again. I enjoy making complicated, twisty little factories, rather than the giant industrial mega-scale factories, and I recall there was an overhaul mod that leaned more in that direction. Py something? Pyblock? Sea block?? When I tried Seablock, I found it quite slow. There's a ton of constraints on your production, in a way that you can't just build your way out of, so it's pretty easy to find yourself stuck having to sit there just waiting for things, unable to build.
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# ? Sep 28, 2021 04:48 |
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Vizuyos posted:When I tried Seablock, I found it quite slow. There's a ton of constraints on your production, in a way that you can't just build your way out of, so it's pretty easy to find yourself stuck having to sit there just waiting for things, unable to build. Yes, once you get your initial landfill production up, you just leave it running overnight while you sleep in order to have enough landfill to expand. Seablock is not for the impatient.
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# ? Sep 28, 2021 04:54 |
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Seablock is Factorio Cookie Clicker.
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# ? Sep 28, 2021 04:56 |
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You could give Nullius a try as well.
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# ? Sep 28, 2021 06:30 |
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Tamba posted:You could give Nullius a try as well. Never heard of that one before. Looks like quite a spin on the game!
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# ? Sep 28, 2021 07:00 |
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Tamba posted:You could give Nullius a try as well. https://mods.factorio.com/mod/nullius This sounds really cool and I'm going to give it a try!
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# ? Sep 28, 2021 08:20 |
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I'm in kind of the same boat as the earlier poster, but I like mega factories and overly complex setups that will haunt my dreams. Should I go with angel/bobs, pyanodon, or just jump in the deep end and go with all three? I'm looking for something I can work on for a while so if it would take a long time to get though that's fine with me.
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# ? Sep 29, 2021 06:02 |
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diremonk posted:I'm in kind of the same boat as the earlier poster, but I like mega factories and overly complex setups that will haunt my dreams. Should I go with angel/bobs, pyanodon, or just jump in the deep end and go with all three? Looking at what you've posted, I'd try angel/bobs. I got a few dozen fun hours out of it, then a dozen less-fun hours, then I quit around the point I fully completed module tech. My most complex vanilla base got to about 250 spm, tweaked upward from 150, and I abandoned expanding it after building out enough solar to support 1,500 spm. You seem to be a step or two ahead of that so you might enjoy angel/bobs the whole way through. The various ore refining pathways are a thrilling nightmare.
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# ? Sep 29, 2021 06:19 |
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diremonk posted:I'm in kind of the same boat as the earlier poster, but I like mega factories and overly complex setups that will haunt my dreams. Should I go with angel/bobs, pyanodon, or just jump in the deep end and go with all three? No idea if it will help, but the guy who wrote the TSM mod has been playing a Seablock game and is up to episode 267 (and his episodes are 1 hour or more long typically) if you want to poke through his episodes to see how complicated Angel/Bob's is, as part of the Seablock mod pack. https://www.youtube.com/watch?v=H9g8Q2kIPZE
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# ? Sep 29, 2021 06:20 |
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Going from base factorio to Seablock is like going from weed to heroin. Turn back save yourself I'm too far gone.
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# ? Sep 29, 2021 07:35 |
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The Locator posted:No idea if it will help, but the guy who wrote the TSM mod has been playing a Seablock game and is up to episode 267 (and his episodes are 1 hour or more long typically) if you want to poke through his episodes to see how complicated Angel/Bob's is, as part of the Seablock mod pack. Oh dear, I haven't touched my Seablock in a number of months and I still can point out the glaring problem with his plastic production in this latest video: relying on swamp trees for it. It's fine to bootstrap with in the early stages of Seablock when you're constrained on space and have grabbed a couple from the islands because the processing steps are relatively easy. But once you're into needing industrial scale amounts you're better off going through farms for Plastic I tech (no additional external inputs) then the petrochem production chains once Plastic II and III techs are available. Syngas becomes the origin gas you build production in bulk to ship to other areas so it can be converted to the hydrocarbon liquid/gas you're needing.
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# ? Sep 29, 2021 13:42 |
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I've spent a lot of time just playing Factorio with some quality of life mods. I finally finished a train base that could sustain 2700 SPM (1 full blue belt) and decided that Krastorio 2 would be a nice break to get back into the spirit of the spaghetti. I really like it and it seems like a good compromise of new stuff/production lines and keeping everything the same enough that I don't get too confused. I would highly recommend the Recipe book mod or FNEI or any of the other mods that tell you what materials are used for and what recipes can make them, because the liquids and gasses do get complicated pretty fast. If I finish this one before the expansion comes out then maybe I'll go into space exploration next.
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# ? Sep 29, 2021 19:46 |
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K2 is a great mod, and the K2 > SpaceEx game I played was incredibly fun. I didn’t get to building ships, but I had delivery-cannon outposts on two moons and a planet, plus Nauvis, supplying an incredibly-enormous and constantly-growing platform in Nauvis orbit.
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# ? Sep 29, 2021 20:12 |
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palamedes posted:Looking at what you've posted, I'd try angel/bobs. I got a few dozen fun hours out of it, then a dozen less-fun hours, then I quit around the point I fully completed module tech. I've been playing mostly on K2 and enjoying it, but I guess I just want something more. I gave Space Ex and Industrial Revolution a shot but didn't really like them too much. This is my current game of K2, probably should pave everything but since it is just waiting on the transceiver to charge it seems like a waste.
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# ? Sep 29, 2021 20:49 |
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What's with mods extending the length of the worst phase of the game, when you have to use burner tech? Just started on space exploration and bypassing that stuff now takes hundreds of red science for some reason.
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# ? Sep 29, 2021 21:13 |
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Because having to plumb coal around is a neat logistical puzzle, and the whole point of the game is solving logistical puzzles. In vanilla it's entirely pointless because you'd need to rip it up almost immediately, so a lot of megamods extend that phase so that you can actually solve the puzzle without it feeling like a total waste of time to do so.
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# ? Sep 29, 2021 23:48 |
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Yeah, the ask "Factorio, but more," has a variety of potential interpretations and one of the big ones is "what if burner stuff didn't feel completely like a waste?" Of course, there are two broad approaches to this: "more burner phase" or "no burner phase"
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# ? Sep 30, 2021 00:12 |
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LonsomeSon posted:Yeah, the ask "Factorio, but more," has a variety of potential interpretations and one of the big ones is "what if burner stuff didn't feel completely like a waste?" The trick that many mods don't successfully address is "more burner phase and it's actually engaging".
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# ? Sep 30, 2021 00:19 |
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It's a lot easier to add time to a game by making everything take longer than by adding more to do, so why bother actually coming up with new stuff when you can just make every step slow as hell?
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# ? Sep 30, 2021 00:32 |
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# ? May 19, 2024 15:47 |
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yeah this is kinda the qualitative difference between modding, where you're playing in someone else's sandbox trying to use their toys in different configurations, and developing your own game, where you can add whatever you like
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# ? Sep 30, 2021 00:41 |