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[UPDATED] Introducing NARMod 3.4

Posted: Sat May 16, 2015 6:23 pm
by damienreave
Updated Link to 3.4: http://www.mediafire.com/download/ppafd ... _0.3.4.zip

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NARMod is a mod for Factorio that aims to be a standalone mod to create a great Factorio experience for the experienced player.
Its target audience is those players who feel they have fully experienced vanilla Factorio and are craving to have the challenge and complexity of the game increased from the building/crafting side.
NARMod is enormously complex... probably roughly a three or four-fold increase in complexity from the vanilla experience.
It is not for everyone.
NARMod is a mod that changes the contruction and crafting aspects of the game only. Enemies and combat are not altered in any way.
NARMod is unlikely to be compatable with other mods, except perhaps ones that only affect combat / enemies.

NARMod borrows content in some form or another from the following mod creators:
Bobbingabout, author of Bob's Mods
ficolas, author of F-mod
drs9999, author of Treefarm
Dysoch, author of Dytech

All credit to my fellow modders

Here's a picture tutorial on some parts of what NARMod entails: http://imgur.com/a/T8MYj

Re: Introducing NARMod 2.1

Posted: Sat May 16, 2015 7:24 pm
by t4nk3r4lyf
Just saw this on imgur, looks really complex but also really good.

Hopefully we can see some youtubers do a lets play.

Re: Introducing NARMod 2.1

Posted: Sat May 16, 2015 7:46 pm
by EurypteriD
Hi Damien

Looks very nice. And i am no newbie Pain and suffering of hard modes.

My question being.
What version of Factorio does it run with.

By chance you could send me a picture of the tech tree?

As T4anker4lyf kinda pmed me on this mod so i kinda would like to make a Narmod Lets Play in challenge mode, but at least be able to know the tech tree so i can show your mod off correctly and not being blind.
My youtube is Tjalmann (not thalmann) i have 3 seasons of dytech and loads of other modded play.

Thank you.

Re: Introducing NARMod 2.1

Posted: Sat May 16, 2015 8:47 pm
by damienreave
I don't actually have a picture of the tech tree, but I think that would be a cool thing to make up.

I'll see what I can whip up.

Re: Introducing NARMod 2.1

Posted: Sat May 16, 2015 9:27 pm
by orzelek
This looks very interesting. I'll need to test it on my next play through.

I'd drop it into shadows pack and I need to remove some of them from there probably.
Am I right thinking I shouldn't use any mods mentioned in credits while running this one since things might get messed up?

Re: Introducing NARMod 2.1

Posted: Sat May 16, 2015 10:12 pm
by damienreave
Yep! Its intended to be standalone. Most of the relevant parts of all the mentioned mods are integrated already, plus more.

Re: Introducing NARMod 2.1

Posted: Sun May 17, 2015 5:41 am
by jalias
Automatic Data Downloader is the new Research Lab isn't it? In order to build one you need to have inserters, which themselves need to be researched via Automation. So the game starts locked.

Re: Introducing NARMod 2.1

Posted: Sun May 17, 2015 10:14 am
by EurypteriD
damienreave wrote:I don't actually have a picture of the tech tree, but I think that would be a cool thing to make up.

I'll see what I can whip up.
Sounds good.

are there any of your machines that require sunlight.
reason im asking is i never use solar panels and thus i can argument that its ok for me to have always day due to light issues.

Re: Introducing NARMod 2.1

Posted: Sun May 17, 2015 10:32 am
by EurypteriD
jalias wrote:Automatic Data Downloader is the new Research Lab isn't it? In order to build one you need to have inserters, which themselves need to be researched via Automation. So the game starts locked.
confirmed.
You cannot get any research started without having researched the inserter for 30 red packs

Re: Introducing NARMod 2.1

Posted: Sun May 17, 2015 10:51 am
by damienreave
This was fixed in the 2.3 version I posted. Sorry about that!

You can give yourself a few free labs with the console command /c game.player.character.insert{name="lab",count=1} to avoid starting over.

Re: Introducing NARMod 2.1

Posted: Sun May 17, 2015 7:15 pm
by kuriosly
An offering for a new, sacraficial workshop:

http://imgur.com/RgN0VSx

that building image may need some tender love and care.

Re: Introducing NARMod 2.1

Posted: Mon May 18, 2015 9:04 pm
by Nagshell
Man, great fast intro to mod on those screenshots. Good job, sir \\('_' )

Re: Introducing NARMod 2.1

Posted: Tue May 19, 2015 3:25 pm
by jalias
found a bug:

Advanced oil processing seems to be the same as basic.

Edit:

Also there are 2 modules-technologies, which both unlock the same modules, but only 1 of them unlocks the module case mk1. 1 depends on electronics, the other one on electronics 3.

Edit2:

Found another one: Electric Furnace is unlocked via Advanced Materials Processing 2 (which also has the wrong image) and via Eletric Furnaces. Advanced Materials Processing 2 depends on Electric Furnaces.

Edit3:

Blue Science has the cost of a module. Is that intended?

Re: Introducing NARMod 2.1

Posted: Wed May 20, 2015 12:44 am
by damienreave
kuriosly wrote:An offering for a new, sacraficial workshop:

http://imgur.com/RgN0VSx

that building image may need some tender love and care.
Awesome! I love it.

And yes, it was intended as a placeholder graphic.
jalias wrote:found a bug:
Yep, I'm planning on going through the whole tech tree and straightening everything out soon.
jalias wrote:Blue Science has the cost of a module. Is that intended?
Just a module case, and yes, it is intended. The rest of the stuff you mentioned is not

Re: Introducing NARMod 2.1

Posted: Wed May 20, 2015 4:09 am
by Nihth
Is there somewhere I can look up which factories can produce which items?
I have had some problems figuring out a couple of items, but Im absolutely stuck on the Large Electric Motor.

Other than that I really like this mod.

Re: Introducing NARMod 2.1

Posted: Wed May 20, 2015 7:16 am
by jalias
If you're interested I changed the technology.lua for you:


Changes:

- Changed name of "modules-1" to "modules". This overrides the technology from base mod and removes the technology from advanced electronics 1.

- Removed recipes from Oil-Processing: advanced-oil-processing, light-oil-cracking, heavy-oil-cracking. Added basic-oil-processing. (Advanced-Oil-Processing unlocks the removed recipes).

- Removed the advanced-materials-processing-2 technology (which didn't add anything).

Re: Introducing NARMod 2.1

Posted: Wed May 20, 2015 10:33 pm
by Nihth
Im not sure if I have done something wrong when installing the mod, or have encountered a bug (or just not understanding something).


I cannot figure out how to build Arc Welding Electrode and Large Electric Motor. On both of them it says "Made in:" and doesnt say a factory.

Re: Introducing NARMod 2.1

Posted: Wed May 20, 2015 11:03 pm
by damienreave
Yeah, it looks like anything built in an assembling machine that requires fluid is broken. It wasn't like that in 2.1, so I'm not sure what happened.

I'm working hard on the 3.1 release right now with a totally revamped tech tree, so my only real advice is to console in the stuff that is broken so you can keep going. The crafting with fluid thing will be fixed too in the 3.1 release.

Re: Introducing NARMod 2.1

Posted: Wed May 20, 2015 11:57 pm
by Nihth
Oh right. I'll see if I can come up with some solution or just wait for the 3.1 release then. Thanks!

Re: Introducing NARMod 2.1

Posted: Fri May 22, 2015 12:31 am
by VyMajoris
Can you expand on what parts of Dytech, Treefarm, F-mod and Bob's mod NARMod uses?