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If i were to pick one mod, it would be the one that starts you with a power armor and robo port, for de-foresting, filling in blueprints, and unbuilding smelters which take forever.
Thanks. But I would like them to expand(use radar on my terretory to see any new nest and kill it) and as well evolute if I do NOT mange to kill their nests early enough(before my pollution hits them).
Once there was a mod, don't find it anymore.
https://steamcommunity.com/sharedfiles/filedetails/?id=1655735859
Turn off option 1 and 2 and biters will only evolve when their nests suck up pollution as per your request.
And thank you very much.
I have seen a wide varitity of "Bob's" and "angel's" mods around plus a big load of others. Any of them recommended? Was away at least 6 months and did not really check on the always changing modding community(thanks to them, but it is VERY confusing to follow them).
For QoL improvements, I'd suggest searching this forum for "quality of life mods" or "col mods", there's dozens of threads on the subject. Other stuff isn't discussed that often, so just say what you want to achieve through mods and I'm sure we'll be able to give you some suggestions :)
Another one I like is AAI AI vehicule especially the miner. Visually I find them better :) (even if late game I revert to electrical mining).
Otehrwise bob/angel make the game far more complicated, it depends whetehr it is what you wish ... Or not.
Personally, I think they are interesting but I dislike how they make incremental improvements to your factory very difficult (e.g. in vanilla you can easily set up a smelting outposts once your starting smelter becomes insufficient but with angel/bob you have various input ores that produce various output ores and require various forms of processing so I was rather daunted by having to build half a dozen processing plants and smelters and a central depot before being able to shift any production to the new factories)
If you are going to go down that route then you will probably need https://mods.factorio.com/mods/Coppermine/what-is-it-really-used-for to figure out production chains.
No, I do NOT want the game more complicated, I think the Devs did already a good job by doing what they where doing.
I thought "Angel" and "Bob" added some lifestyle changes, but making it even more complicated, no thanks.
In my last game some months ago I used aircraft, recyler, some tool to group oil fields and move them on the map(a bit cheaty, but it was VERY useful) - seems to be gone. Do not find it anymore.
Some different guns, a mod that actually you could have a small display which showed biter evolution and pollution. And it also prevented biter evolution except the polluted cloud reached them(so you knew which bases to take out)
I loved aircraft and taking huge biter bases out by air attack. Fantastic. Will try helicopter, seems to be new.
So, I like "lifestyle" mods. Thats for sure ;-)
Really would like to have that....
Turn off biter expansion. Once you kill a nest, it will never come back. There's not a way to limit this to only your radar range though. It either is on, or off. Top right section in the advanced settings.
https://steamcommunity.com/sharedfiles/filedetails/?id=1656865041
You can slow it WAY down by decreasing the factors, however.
Will play with the factors first I think....