Factorio+

by fishbus

A mod that builds upon and tweaks the vanilla experience with a little bit of everything: crafting, furnaces, resources, turrets, vehicles, enemies and weapons.

Overhaul
23 days ago
0.18 - 2.0
17.0K
Transportation Logistics Trains Combat Armor Enemies Environment Mining Fluids Logistic network Manufacturing Power Storage

g Issues when biters are off

23 days ago

Hi, I like to play with biters off to enjoy the building part of mods and modpacks. However, I notices that when I turn biter bases off, the abandoned buildings will be gone, too. I guess that is due to the "control" in the autoplace specification set to "biter-bases" instead of its own AutoplaceControl? Would it be feasible to move the ruins to their own control?

Also, with biters off there seems to be no way to get the meat chunk stuff for bio science. Are there any plans to remedy that or would you have ideas how that could be solved, maybe in an extra mod?

23 days ago

Heya,

Abandoned bases are correlated to enemy bases, if one goes, the other does as they both utilize the enemy autoplace noise expressions together (If you edit the enemy placement, both are effected proportionally).

With Bio science is only really helpful if you are fighting enemies, otherwise it is useless if in pacifist mode.

The only real upside is getting base movement speed, but at that point you can just fill modular armor with more exoskeletons as you will not need any offensive equipment.

However, despite this, I may add a way to get alien chunks in pacifist mode as well. I can't say the same for abandoned bases.

23 days ago

Thanks for the insights!
I might look for a way to mod abandoned bases in for pacifist mode (or my Pacifist Mod) regardless :)

For now I'll also consider to take bio science out in Pacifist since you say it's not useful

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