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Or if there are, they don't seem to be posting about it .
There appears to be even less discussion activity on bob's mods
The closest would be Nullius, but since this is a mod that built their own trigger researches as opposed to integrate with (how could you even?) integrating non-existing main-game trigger research.
So even with these few dev diaries we've seen so far, I can guarantee you that without any aid from bobs, angels or someone else maintaining their mod updating it for 2.0, those two mods will be utterly broken. With, or without the expansion.
Maybe very easy to fix, but definitely broken if there's absolutely no maintenance for them.
So, if bobs/angels were to discontinue support entirely, the only legal way for the public to maintain mod compatibility for bobs/angels with the later factorio versions would be to create their own mod and have bobs/angels as a dependency. Which would be severely more complicated than, say, Krastorio2's license (GNU LGPLv3) which allows anyone to modify and upload modified K2 versions (So long as they keep the same license, credit the original author in the distributed file, non-commercial use).
That said, for K2, Raiguard is the current author, who is also a Wube developer and has stated he's going to update the mod for 2.0 anyways... But it was an example.
Guess Ill have to wait a month after DLC drops to see I guess :-) And I didnt know which license bob/angel used. Though I kind of understand the differences a bit. And didnt know that one of the devs was also a modder. Thats pretty cool. Cant wait for DLC to hit as I love space but dont to found of the current mod out due to reasons. Its great mod but...
As far as I'm aware, there are two modders that turned into devs later. As far as I'm aware, there are three devs that also released mods.
The former:
https://mods.factorio.com/user/raiguard (Maintainer of K2 (And creator of a lot of QOL mods, highly recommended), originally created by Linver and Krastor)
https://mods.factorio.com/user/Earendel (creator and maintainer of Space Exploration, AAI and assorted mods)
The latter:
https://mods.factorio.com/user/Bilka
https://mods.factorio.com/user/V453000 (Built-in-beacons was a cool experiment I think, still use it from time to time.)
https://mods.factorio.com/user/Klonan (Lots of popular mods, also made laser turrets act like laser turrets (instead of projectiles) before this was a staple in the base game.
Feel free to verify for yourself https://www.factorio.com/game/about Then you can also put pictures to the names, except for a few... Don't be fooled, Earendel isn't a gigantic steampunk T-rex IRL.
Though I will definitely go through lists you linked to try some out. Earendel isn't a gigantic steampunk T-rex IRL??? Darn not all my dreams have been dashed :-( lol
I could read page for K2 but was curious on a players view of it. How does it compare to bob/angel to you? And any other full conversion mods you like? I like the depth to them and complexity. Even though im out of my depth quite often for while lol
As for comparison:
- AB requires you to splice many chemicals, K2 has fewer but are still there.
- AB has those T8 or even God (should you choose) modules as the end-game reward. K2 instead has Matter, which in itself is a mechanic and actually opens up completely new ways to build your existing structures if you'd like.
- AB has a ton of extra ores, K2 instead has only a few extra ores (rare metals, Imersite and for fluid, mineral water, from which also come all new intermediates)
K2 also comes with very UPS friendly power solutions for the late game, combined with Matter which provide new resource solutions, is a very performance friendly mod. Just don't go building 200 million windmills like I did in one of my "windmill power only" challenges...
As for equipment, I would suppose both AB and K2 come with a boatload of new stuff, K2 doesn't have a biter overhaul but does work with Bob's biters. I think the K2 defensive turrets are nothing short of absolutely awesome (Rocket turrets, cannons, plasma, lightning) and on top of that they all take into consideration bob's biters resistances (weaknesses & strengths). Though for me, After my 1k hour playtime of Factorio, many years ago, I keep biters off in my single player games. Maybe again with the expansion pack if they introduce new mechanics.
I really like the obsolescence of older science packs (Called tech cards in K2) so in the end-game, you don't have to also keep scaling up your early game cards.
I think the pacing of technology in K2 is really great. There are also mod compatibilities out there for other mods, including SE (Though I don't like SE myself).