Factorio

Factorio

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Zanderfel Jan 15, 2017 @ 9:29pm
[?] Mods for 0.14.21
[?] was used to show I'm asking, I'm not displaying a list of ones I recommend, I'm asking.

So with that out of the way, I'm looking for mods that will add more to the game & hopefully won't take away anything - I've checked out the mods lists from Steam & the other factorio modding sites, I just dunno what to grab.

First off, I'm NOT looking for cheat mods.

If there's a mod that will expand upon everything while adding more to it, that wouuld be awesome :)

More specifically:
*NOTE: Not expecting there to be mods exactly like this, just thinking if there are mods that do stuff like this, I might as well list them off*

1. More Resources - Water, Trees, Iron, Copper, Coal, Crude Oil, and Stone feels very limited, even the Alient Artifacts' recipes is really small, I just find myself wishing for more.

2. A way to recycle things - Being unable to deconstruct/recycle items we don't need anymore is pretty dumb considering that you need every available resource to stay alive & get off the planet - I know how to build a Rocket equipped with a satellite, heck I build portable shields that can be added to this EPIC Power Armor, but I somehow know nothing about recycling.....

3. More Variety of Weapons & Armor - a Suit that allows me to move faster without the exoskeleton but requires more power to use constantly, a suit that allows me to craft things faster but sacrifices defense in order to craft better & faster, a suit of armor that redefines the word tank but sacrifice movement speed & crafting ability in favor of defensive capability, basically equippable gear that has pros & cons. I am surprised that there's no laser rifle (we can make portable laser turrets, why not laser rifles?) or a sniper rifle (those worm things HURT an if you're facing 6 to 8 of those big ones, you're a dead man even with shields), even weapon mods for the weapons themselves would be nice.

4. Better Robots - the flying ones, haven't really gotten that far yet, but I did read about them on the Wikia and based on that they sound like a waste. What about Ground based robots? Shouldn't those come first before the flying ones? I get the limit in terms of nnumber of minions per character, but the limited lifespan makes no sense especially the "explodes after its lifespan is up" (who the hell would make robots with explosives in them? In Terminator movies or if you're using robots to take out somebody an they explode upon death taking extra enemies with them, that makes sense, in Factorio it makes none). Maybe a mod that gets rid of that "explodes" part and they just fall to ground needing battery or recharge & then return to whatever duty? Heck if you can make Modular armor & put a Fusion Reactor in it, you should be able to do the same with robots & make that lifespan indefinite.

5. Transportation mods - Basically more vehicles but also more ways of getting resources around as well as yourself. So far there is the train, car, tank, and conveyer belts. What about a Teleport system? Inevitably, your base/factory is gonna be HUGE and the attention of those aliens isn't gonna be specific. What if you're getting attacked in the furthest west part of your base, you're on the furthest part of the base but NONE of your vehicles can get you there fast enough. A Teleportation system would help immensely (but could also help with moving resources), but to not make it too easy, requires a boat load of power to use once. Also modules being utilized by the vehicles would be epic too, like making the vehicle move faster, can take more damage, or heck for the tank make its weapons shooter faster, weapons do more damage, etc.

6. Farming - Yeah mostly for trees cause it seems like thats the ONLY thing that reduces or halts pollution in the game (the spawners I don't see as helpful cause they attack once their base is in the pollution zone). But heck there should be food or consumables that can help your HP regen faster. The Auto Heal is nice, but only explanation for that is the planet itself (cause in reality we humans don't auto heal like Wolverine and its the only one I can think of for this mechanic), maybe a gameplay mechanic that reduces the auto heal by a % based on the amount of pollution you're standing in? You're not exactly helping the planet lol.
Basically a mod that penalizes the auto heal & makes consumables a must have (would add more challenge to the survival aspect), heck even buildings that gather pollution & turns it into clean air (like the Teleport system, would undoubtedly require a lot of power).

Other stuff - Steel Walls, Turbines (Clean Energy), Rocket Turrets, Gather water without a pump, gather oil without a pump, Shield Grid (for base and/or individual structures), Power Priority (when power demands are higher than what power producers can give, which buildings get priority over others), and an Alert System when main Power is dead & is switching to back up power (backup power being the Accumulators).

Again, don't expect there to be mods out there that can do all of this, just figuring I'd mention them just in case there are.

Finally, can mods be switched on/off based on saves? I'm already running an unmodded game with a friend, but I'm hoping I can test mods out in a separate save without modifying the one I'm playing with the friend.
If it can't be done that way, then I guess I'll have to create a copy of the game to safely test them out. I do this with all my games cause in many of them, I installed a mod, it replaced the original files & only way to get back the original ways to reinstall the games. Hate having to do that, so copying them is my only other way - but if the mods are added without replacing the original files, then I don't have to worry as much.

Anyways, thanks in advance to anyone that can help me.
Last edited by Zanderfel; Jan 15, 2017 @ 9:29pm
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Showing 1-9 of 9 comments
Killerman04 Jan 15, 2017 @ 9:36pm 
your a dum ass just get bobs mods it makes it harder and easer
KatherineOfSky Jan 15, 2017 @ 11:01pm 
@Killerman, please refrain from name-calling.

@OP -- Bob's Mods is indeed a good place to start, and makes the game significantly more complicated. Yuoki's mods also add all kinds of extra things, (ores, etc.), though they aren't *required* to finish the game.

Angel's Ores & petrochem processes add additional complication to each of the above.

All of these mods provide extra of everything you mentioned -- ores, bots, weapons, biters, etc. (Yuoki doesnt affect biters, but Bob's does).
Zanderfel Jan 16, 2017 @ 12:22am 
Originally posted by KatherineOfSky:
@Killerman, please refrain from name-calling.

@OP -- Bob's Mods is indeed a good place to start, and makes the game significantly more complicated. Yuoki's mods also add all kinds of extra things, (ores, etc.), though they aren't *required* to finish the game.

Angel's Ores & petrochem processes add additional complication to each of the above.

All of these mods provide extra of everything you mentioned -- ores, bots, weapons, biters, etc. (Yuoki doesnt affect biters, but Bob's does).

Thanks, can these mods be used together by chance?


Originally posted by Killerman04:
your a dum ass just get bobs mods it makes it harder and easer
You're* and Dumb* - proved you wrong.
Just a note, if I knew what the best mods were, do you really think I'd be asking? Common sense has clearly escaped you.
Last edited by Zanderfel; Jan 16, 2017 @ 12:23am
KatherineOfSky Jan 16, 2017 @ 12:43am 
Originally posted by ExVasterist:
Thanks, can these mods be used together by chance?

They certainly can if you are desiring a BIG challenge!
Last edited by KatherineOfSky; Jan 16, 2017 @ 1:51am
whiter2501 Jan 16, 2017 @ 2:49am 
Before playing with angel mods I would play Bob's mods first for with that added it will just confused you to no end for angel changes how you process ore, liquid, and gases in very big ways.
Wgurgh Jan 16, 2017 @ 12:07pm 
If you are going to use these (Bob's, Angel's, Yuoki's) I would highly recommend also using the "What is it used for?" mod. It adds a way to see what the new things you get or make can be used for.
Zanderfel Jan 16, 2017 @ 1:37pm 
Which mods should I look for, in terms of Bob's? I did a search of his mods, but in the game itself can't really find any and on the factorio mod site there's a lot of them like Bob's Factories & Bob's cars and Bob's visuals.
Should I grab them all or specific ones?
Aerient Jan 16, 2017 @ 3:28pm 
For bob's mods all from the author Bobingabout except "Bob's Inserters migration mod". That one is unneeded with a new install/game. Makes the game interesting. Use https://mods.factorio.com/mods/Bobingabout to list all of just his mods.
Last edited by Aerient; Jan 16, 2017 @ 3:28pm
Zaflis Jan 17, 2017 @ 2:58am 
Try Space Extension Mod and Orbital Ion cannon. The Space Extension adds endgame research for tens of thousands of science bottles worth (well.. over 500k blue science just for propulsion) and multiple rocket launches so it should keep you busy, and actually make a big factory focused on science.
https://mods.factorio.com/mods/LordKTor/SpaceMod
Last edited by Zaflis; Jan 17, 2017 @ 3:04am
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Date Posted: Jan 15, 2017 @ 9:29pm
Posts: 9