![]() Make beacons 2,3 take 720kW (x1.5) and 960kW (x2) respectivelyĭisable some crushed ore smelting recipes from py that don't align well with angel (only those unnecessary) Make beacons 2,3 have 3 and 4 slots respectively Feel free to add rampant and play with biter expansion on if you don't like yourself (I seriously doubt it would be possible to play).Ĭhanges include: (I may have ommited some)Ĭhange roboport to modular robochest for recipes that require roboport if bob's modular roboports are the only wayįix remaining recipes with silicon nitride not changed to cermet All this to try and balance it to be hard and complicated but not retarded (talking to you anotherworld-structure-components). #Best factorio mods modIt's pretty hardcore, ABPy + madclown's + aai + more science packs + momotweaks + a dynamic research cost multiplier that caps at ~5 after non-inifinite research, with custom tweaks, fixes, config, and a recommended map gen preset (look at the ModpackFixes_1.0.0 mod for specifics). I'm currently setting up a modpack for my next playthrough and I may as well propose playing it because it should be playable by now (unless further mod updates break things again.). You could also try a biter overhaul experience if you like the tension created by biters over a design focused experience: QoL mods make these modpack a lot easier to deal with, as does skipping the burner phase. I would recommend 1-3 for a beginner from vanilla. ![]() ![]() Also, you can make a copy of the modpack and remove whichever big content overhaul mods you want from the tiered progression above to get to the level of complexity you want. Delete or modify the arumba mod as you see fit. It includes a lot of quality of life mods to help the early game be a lot less of a slog and includes quicksart configuration through the a in the "Arumba" Mod. #Best factorio mods fullComplexity tiers for big overhaul mods (easiest to hardest):īobs without electronics (basically vanilla complexity with the addition of new ores, )īobs with electronics <-a lot of folks do this in under 30 hoursįull Bobs + Angels (without petrochem, remove bob's greenhouse mod and use angel's bio-processing from now on)įull Bobs + Full Angels (with petrochem) <- easily go up to 80+ hoursįull Bobs + Pyanodon ( without PyHighTech)įull Bobs + Full Angels + Pyanodon (without PyHighTech) <-easily 200 hours for folks new to the modpackįull Bobs + Full Angels + Full Pyanodon (with High Tech) - 'ABPy' <- easily 300+ hoursīelow is a modpack for #7. ![]()
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