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IMO, it seems like a waste to do that w/o playing through the game normally at least once, since the whole point of the game is to manage production and supply lines in order to produce what you need. Without that part of the game, Factorio would be only a hollow shell of a game. But, to each their own...
That said though, it depends on what you call "grind", because technically you could qualify most of the game with that.
You mine resources to make stuff, you use said stuff to expand and research, unlocking more stuff to make (most of them in fairly large quantities), and you repeat until you are bored/satisfied or reach the "end goal".
If you could define a bit more what you would want to cut out, it would be easier to understand what mods you might want.
I'm not sure what you WOULD do in this game if there was a pure creative mode. If there was a mode that gave you infinite amounts of all machines, assemblers, belts, etc, what would you actually DO?
You could spend awhile laying down track and setting up trains, but they would have no purpose, either.
Oh well, I guess options are a good thing.
Yeah, you're right. Even I fall prey to this as well, if I am honest. The whole purpose of making a huge base is to eliminate the need to wait for stuff to be built.
infinite suppy / and voids for chests, robo chests, belts, and pipes.
creative mode mod thread[forums.factorio.com]
creative mode mod portal[mods.factorio.com]
/c game.player.cheat_mode=true
You will need to do it twice (confirmation) to enable cheat mode.
this causes all items to be instant crafting with no resources. This is useful when you just want to check if a new mega base design really is lower ups or not.