HEAVILY MODDED Modpack

by Kaserik

Over 200 fully compatible and balanced mods in one regularly updated modpack! Space Exploration, Cargo Ships, Rampant, Cats and so much more - just click yourself through the dependencies; For a better overview divided into gameplay, combat, transport and quality of life improvements. Tested in multiplayer as well!

Mod packs
1 year, 8 months ago
1.1
3.71K
Transportation Logistics Trains Combat Armor Enemies Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage Cheats

g More mods? Bobs? Angels? 5dim?

1 year, 8 months ago

This is a really cool mod pack!
Wondering if you try to add mods like bob's, angel's and 5dim aswell. :)
Really enjoying to play with those mods and I would like to see them integrated if possible! :)

1 year, 8 months ago

Since Space Exploration has many incompatibilities, especially with various mods from Bob and Angel, I ruled it out on principle until a while ago. But since there are actually not conflicts with all of them, I'm actually testing it out right now. ^^

I'm a bit skeptical about 5dim so far, but that's still in my quest log too. xD

But apropos more mods; Soon there will be an update, which holds at least a few small additions. ;)

1 year, 8 months ago

Thanks for the news!
Can't wait for more additions. :D

1 year, 8 months ago

what other big mods are on your radar as possibles ones that could be added, because i love the idea of this modpack, and just making it even worse than it currently is

1 year, 8 months ago

I am very happy to have soulmates in this masochistic side of Factorio! :)

I don't know if there are many really great mods that are compatible with Space Exploration anymore (and I know quite a few by now). Until one of the last updates of K2, "248k" was still around - the idea of having a completely alternative tech tree was genius - but now there are some compatibility issues that make the whole thing impossible for now. (I would welcome a mod as a fix, and would possibly get to work on it myself if I had the time. But at the moment you'd have to tinker with the files yourself - and I don't want to impose that on everyone; it's supposed to remain a click&play modpack). The mod creator is also only working on the sequel (Exotic Industries), which is not supposed to be compatible with SE. :'(

There would be "Sosciencity" (brings a population into the game), but it is still WIP and to my knowledge also blessed with incompatibilities. Maybe soon. ^^

Anyways; Otherwise come a few QOL mods, I want to restructure the modpack generally something, so that it is easier for everyone to take out or replace individual mods, and I will probably fuck everyone's save up a little bit with "Factorissimo Power Pole Addon" by notnotmelon - sorry for that in advance (but for that: the restructuring if you don't like adding power poles into every factory building xD).

1 year, 8 months ago
(updated 1 year, 8 months ago)

Hmm yea I did see that 248k isn't compatible anymore I have no idea what is contained within the mod, I might look around to see if I can change it to make it compatible I don't know how to make a mod to override stuff but I do know how to edit stuff and add things to make it work,

there is another mod called mining space industries 2 (https://mods.factorio.com/mod/Mining-Space-Industries-II) which seemed didn't cause the game to crash when I added it which is a great first sign, u unfortunately can not add it to an existing save, I'm not 100% sure what's in the mod but it does have built in compatibility with se and some of the other mods in the pack so might be a good idea to looks,

also side note there is a 5dim mod called compatibility something (https://mods.factorio.com/mod/5dim_compatibility) and it says that it adds compatibility with se and k2 there is also another mod not by the 5dim guy that fixes a error when loading all the 5dim mods ( cant find that link) and se that's relating to the beacons in the modules mod but that's as far as I got ( was trying to make something like this before I found it)

Also I found these haven't looked into them yet
https://mods.factorio.com/mod/tempfix-se0_6-248k-oct2022
https://mods.factorio.com/mod/MDbobelectronics
https://mods.factorio.com/mod/5dim_Compatibility_Fixes

1 year, 8 months ago

In principle, it would be possible to change the code itself and do a pull request of the mod via Github (https://github.com/PreLeyZero/248K). Here (https://mods.factorio.com/mod/248k/discussion/63ce8da868bf85806902902e) people have already been able to locate the problem, it just needs someone to apply and upload - and then, of course, the mod creator must agree to the pull request.

I've already had a closer look at the mod, even if I couldn't test it myself yet. But still it would be problematic to add it to the modpack, because on the one hand it would seemingly corrupt the saves and on the other hand it would probably force more concrete storylines in the game, which is why individual creativity would suffer. So nothing against scenarios per se, if it's as cool as it sounds I would recommend it to everyone to try out, just I wouldn't include it in the modpack. But well, I'll try it out anyway and maybe I'll change my mind again. ^^

And thank you for the other suggestions too! I'll have a look at everything soon - after all, I need ideas for version 1.2.0! :D

1 year, 8 months ago

Oh man, if you do end up adding AngelBob & SE functionality, I'll likely cry with absolute happiness. Back in the 0.17 days when those three didn't have incompatibilities I had a glorious spaghetti base hundreds of hours in, gaining great joy from the madness of it all.

Man I wish I could get my head wrapped around fiddling with the files myself

1 year, 8 months ago

Unfortunately, this sounds a bit too good to be true... I don't know exactly why, but SE lists (almost) all of Bob's mods among the incompatibilities. That would mean that even if you could make them compatible, SE by definition doesn't load. Earendel (the developers) would then have to take it out first. But well, it doesn't seem impossible either.

The question I ask myself is if it is necessary at all (without belittling your 0.17 experience), because since then SE has really expanded and adopted many functionalities; Angels Refining is kind of found in SE ore enrichment and pyrofluxing, the new ores are mapped from BZ and Bob's mods are also found in many alternatives: enemies in rampant or enough of the tiers in K2+SE. I'm starting to think that because Angel, Bob and SE are so popular but incompatible with each other, there are still plenty of alternative smaller or bigger mods that can be put together with a little skill after all.... just to get back to this modpack ;)

Update to Bob's Electronics ( https://mods.factorio.com/mod/MDbobelectronics )
The mod is logically not compatible, because various new items are not used.
5Dim I have not checked yet.

1 year, 8 months ago

i am currently messing around and making a thing my self, ive done some dirty hacks to get them to work together, but currently the game is playable with k2, se, 5dims, 248k, bz, all the not marked as imcompatable bobs and angels and a bunch of other mods, there are a lot of conflict issues in terms of the content but thats definatly fixeable with time (meaning like2 aluminium plates)

1 year, 8 months ago
(updated 1 year, 8 months ago)

AFAIK AngelBob is using specific ores that won't load with SE active, that might prevent launching the game at all.
Also some buildings got the same tag, thats why the game can't decide what to load and what not.

Basically, someone need to "delete" / change some buildings and recipes, aswell as ore generation to prevent it.
It'll be a hard work. :/

Personally what I really wanna have is the angel stuff like washing, chemicals, ore processing etc and the vehicle equipment stuff and the inserters from bobs.

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