Factorio

Factorio

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Kris Feb 14, 2019 @ 4:03pm
Recommended Mods as of 02/2019?
Hello together - it was a while ago that I played the game(but have more then 300 hours on it in total), used a mix of mods that I liked at that time(my favourite one was that biters do NOT grow with my expansion, only if the get in touch with my polution which makes actually sense).

Now, on reinstall I did not find that "biter" mod anymore? Why is that? Any replacement. I like to play factorio in a relaxed way, do not want to defend biters all the time. Just kill the few nests that are around and have peace and time to expand.

Any other good mods suggested?

Thank you very much for your time and useful(they where always like that in the Factorio community) replies!
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Showing 1-15 of 22 comments
echephron Feb 14, 2019 @ 4:26pm 
base game lets you turn off "biter expansion" and "biter evolution" in worldbuilding settings.

If i were to pick one mod, it would be the one that starts you with a power armor and robo port, for de-foresting, filling in blueprints, and unbuilding smelters which take forever.
Kris Feb 14, 2019 @ 4:33pm 
@echephron

Thanks. But I would like them to expand(use radar on my terretory to see any new nest and kill it) and as well evolute if I do NOT mange to kill their nests early enough(before my pollution hits them).
Once there was a mod, don't find it anymore.
AlexMBrennan Feb 14, 2019 @ 4:45pm 
Thanks. But I would like them to expand(use radar on my terretory to see any new nest and kill it) and as well evolute if I do NOT mange to kill their nests early enough(before my pollution hits them).
That's why the game has detailed settings that allow you to configure biter behaviour in great detail.
https://steamcommunity.com/sharedfiles/filedetails/?id=1655735859
Turn off option 1 and 2 and biters will only evolve when their nests suck up pollution as per your request.
Kris Feb 14, 2019 @ 4:50pm 
Wow. This Dev's are fantastic. More or less they implemented an entire mod in the game. Nice.

And thank you very much.

I have seen a wide varitity of "Bob's" and "angel's" mods around plus a big load of others. Any of them recommended? Was away at least 6 months and did not really check on the always changing modding community(thanks to them, but it is VERY confusing to follow them).
Nailfoot Feb 14, 2019 @ 8:51pm 
The only mods I use, in 1800 hours, is Nanobots and Upgrade Planner. Just to remove early game tedium.
piccolo255 Feb 14, 2019 @ 9:30pm 
Originally posted by Kris:
I have seen a wide varitity of "Bob's" and "angel's" mods around plus a big load of others. Any of them recommended? Was away at least 6 months and did not really check on the always changing modding community(thanks to them, but it is VERY confusing to follow them).
Any mod recommendations would depend on what exactly you want from mods. Quality of life improvements, minor content additions, major content additions, making combat more challenging, making the production chains so complicated you'll need a week to reach green science...

For QoL improvements, I'd suggest searching this forum for "quality of life mods" or "col mods", there's dozens of threads on the subject. Other stuff isn't discussed that often, so just say what you want to achieve through mods and I'm sure we'll be able to give you some suggestions :)
Aepervius Feb 15, 2019 @ 5:31am 
One mod I like , but is borderline "cheating" is factorissimo 2 , which had building in which you can build production lines.

Another one I like is AAI AI vehicule especially the miner. Visually I find them better :) (even if late game I revert to electrical mining).

Otehrwise bob/angel make the game far more complicated, it depends whetehr it is what you wish ... Or not.
AlexMBrennan Feb 15, 2019 @ 6:48am 
I have seen a wide varitity of "Bob's" and "angel's" mods around plus a big load of others. Any of them recommended?
If you have beaten the game and find production chains to be too easy then angel's and bob's will fix that for you.

Personally, I think they are interesting but I dislike how they make incremental improvements to your factory very difficult (e.g. in vanilla you can easily set up a smelting outposts once your starting smelter becomes insufficient but with angel/bob you have various input ores that produce various output ores and require various forms of processing so I was rather daunted by having to build half a dozen processing plants and smelters and a central depot before being able to shift any production to the new factories)

If you are going to go down that route then you will probably need https://mods.factorio.com/mods/Coppermine/what-is-it-really-used-for to figure out production chains.
Last edited by AlexMBrennan; Feb 15, 2019 @ 6:49am
patricio.intp Feb 15, 2019 @ 7:49am 
Second Nanobots and Upgrade Planner. There is one called Pipes Fix that help prevent mixing of fluids. RSO modifies the world creation algorithm to make it better for Rail World. Squeak Through will prevent some things from blocking your path. Recycling will allow you to break down things you no longer need back into their raw materials. Finally, the only 'cheat' I use is Portals (with Item Giver GUI) which seriously cuts down the time to walk back and forth. I forgot how many times I went back to pick up supplies only to forget what I need.
GunRunner89X Feb 15, 2019 @ 8:10am 
I like Angel's Infinite Resources because I like to have permanent outposts that I don't have to worry about ripping up and finding new ones. Yes it is cheaty but I offset its "cheatyness" by making resource nodes very very rare. I do like the helicopters and aircraft mod too. Plus some QOL mods like minimap autohide, and lighted poles.
Kris Feb 15, 2019 @ 2:49pm 
Thank you for your feedback and very useful hints. Will check out that mods.

No, I do NOT want the game more complicated, I think the Devs did already a good job by doing what they where doing.

I thought "Angel" and "Bob" added some lifestyle changes, but making it even more complicated, no thanks.

In my last game some months ago I used aircraft, recyler, some tool to group oil fields and move them on the map(a bit cheaty, but it was VERY useful) - seems to be gone. Do not find it anymore.
Some different guns, a mod that actually you could have a small display which showed biter evolution and pollution. And it also prevented biter evolution except the polluted cloud reached them(so you knew which bases to take out)

I loved aircraft and taking huge biter bases out by air attack. Fantastic. Will try helicopter, seems to be new.

So, I like "lifestyle" mods. Thats for sure ;-)
Kris Feb 15, 2019 @ 5:35pm 
Last question - is there a setting in the menue(didn't find one) that turns off new biter nests in my radar range?
Really would like to have that....
Nailfoot Feb 15, 2019 @ 7:16pm 
Originally posted by Kris:
Last question - is there a setting in the menue(didn't find one) that turns off new biter nests in my radar range?
Really would like to have that....

Turn off biter expansion. Once you kill a nest, it will never come back. There's not a way to limit this to only your radar range though. It either is on, or off. Top right section in the advanced settings.

https://steamcommunity.com/sharedfiles/filedetails/?id=1656865041

You can slow it WAY down by decreasing the factors, however.
Last edited by Nailfoot; Feb 15, 2019 @ 7:19pm
Kris Feb 16, 2019 @ 6:08am 
Thank you, will try that. But if it is completely turned down, would it stop them expanding "outside my view" from the start of the game?

Will play with the factors first I think....
themadgunman Feb 16, 2019 @ 6:11am 
Things that aren't shown on the map don't exist, they haven't even been generated yet so there aren't actually even any biters in those areas, in fact there aren't even any area so yes it would
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Date Posted: Feb 14, 2019 @ 4:03pm
Posts: 22