Factorio

Factorio

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Tomoko Jul 21, 2022 @ 3:33am
Recommended QOL mods?
I've just completed my second vanilla run, this time with a friend! Multiplayer is super fun, and we're definitely doing another run soon, focused on trains (as per their request, so, railworld).

I'm wondering if there are any solid QOL mods that we should add in, with specific mod names so we can just look them up and install them directly.

I found circuit conditions to be a bit restricting, so maybe something to slightly expand on those, or at least make them easier to understand?

Walking over connected pipes is a big one I'll want, as well. Other than that, anything else?

Obviously no big mods like Bob's or Angel's, as those would be changing the game too much for us right now (They've also expressed a desire not to play specifically with Bob's and Angel's anyway).
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Showing 1-15 of 25 comments
Maltsi Jul 21, 2022 @ 3:48am 
i don't know how circuits are restricting since you can even build a video games inside of factorio using those and lamps as monitor lol. no idea if there is something that makes them easier to understand though.

"Squeak Through" allows you to walk through pipes and allows to walk between solar panels, chests and many other buildings.
https://mods.factorio.com/mod/Squeak%20Through

"Even Distribution" might be something to consider. it helps with early game where you manually load up smelters. it is also still handy later on so its not only for early game.
https://mods.factorio.com/mod/even-distribution

"VehicleSnap" not really needed but it makes driving in straight lines easier.
https://mods.factorio.com/mod/VehicleSnap

there might be more nice mods to have but those are the main ones i always use.
Tomoko Jul 21, 2022 @ 3:51am 
Originally posted by Maltsi:
i don't know how circuits are restricting since you can even build a video games inside of factorio using those and lamps as monitor lol. no idea if there is something that makes them easier to understand though.

"Squeak Through" allows you to walk through pipes and allows to walk between solar panels, chests and many other buildings.
https://mods.factorio.com/mod/Squeak%20Through

"Even Distribution" might be something to consider. it helps with early game where you manually load up smelters. it is also still handy later on so its not only for early game.
https://mods.factorio.com/mod/even-distribution

"VehicleSnap" not really needed but it makes driving in straight lines easier.
https://mods.factorio.com/mod/VehicleSnap

there might be more nice mods to have but those are the main ones i always use.
I guess I'll have to look up some circuit tutorials and guides. I can only manage automated logistics for basic resources and cracking down oils from heavy to petrol while keeping reserves. That's about as far as my knowledge for circuits goes when figuring it out on my own.
Maltsi Jul 21, 2022 @ 3:56am 
Originally posted by Tomoko:
I guess I'll have to look up some circuit tutorials and guides. I can only manage automated logistics for basic resources and cracking down oils from heavy to petrol while keeping reserves. That's about as far as my knowledge for circuits goes when figuring it out on my own.
thats pretty much what i can also do, and well some logic to nuclear power and to make trains stations available only when there is enough reserves to fill train or enough room to empty train. even after 2.5k hours i haven't really needed anything else circuit wise
JustSmile Jul 21, 2022 @ 6:28am 
If you're interested in circuits and trains LTN comes to mind. It's very complex and pretty hard to use to full potential, but it lets you configure your trains to act akin to a roboport logistic network, with the trains assigned not to specific stations but dynamically assigning themselves to deliveries as they're needed.
AlexMBrennan Jul 21, 2022 @ 7:38am 
i don't know how circuits are restricting since you can even build a video games inside of factorio using those and lamps as monitor lol. no idea if there is something that makes them easier to understand though.
They are restricting because "simple" operations (e.g. finding the minimum/maximum) either require iteration (which takes forever) or large fields of combinators.

There are a couple of mods that add more advanced combinators, and the Circuitissimo allows you to miniaturise your combinator fields.
Tomoko Jul 21, 2022 @ 8:22pm 
Originally posted by domis86:
https://mods.factorio.com/mod/what-is-it-really-used-for - helps you understand specific items: for which recipes you can use it, and which recipes produce that item.

https://mods.factorio.com/mod/helmod - helps to plan large production chains / big factories.

https://mods.factorio.com/mod/bobinserters - lets you customize each inserter, (doesnt require rest of Bobs mods).

https://mods.factorio.com/mod/CopyPasteModules

https://mods.factorio.com/mod/ChunkyChunks
https://mods.factorio.com/mod/SchallRadarAlignment

https://mods.factorio.com/mod/EvoGUI

https://mods.factorio.com/mod/SchallRailwayController - for trains

https://mods.factorio.com/mod/rso-mod
These are nice, and definitely a few will be used, but a few are also not really "QOL". EvoGUI is a bit useless for still new players, bob's inserters are blatantly just overpowered and throw the balance of inserter placement out of whack (Which works when USING bob's mods, but not really for vanilla), and "What is it really used for?" is also mostly just a "Use with other mod packs" mod, not a vanilla thing.

I appreciate the list, though!
Warlord Jul 21, 2022 @ 11:56pm 
I use Vehicle Snap, so I won't relink that. A few more I like:

https://mods.factorio.com/mod/WaterWell I hate how some items need water to be made. I build to a large rail grid, so having to plan for water sources drives me insane. I prefer to build these (slightly) cheaty items that generate a ton of water quickly. They use power, so I have ran into supply issues when power browns out, but that's a trade-off I am fine with.

https://mods.factorio.com/mod/Fill4Me Turrets rushing biter nests is the only way to handle large nests before you get large armors. This mod lets you automate how much ammo is placed into turrets when placed, letting you drop a big group of turrets to kill nests for you at less ammo cost than if you did it by hand.

https://mods.factorio.com/mod/VehicleGrid I like the idea of placing grids into my vehicles, but I hate that only end-game spidertron gets this. I'd hoped that by putting power into the grid, I could bypass the need for fuels in trains/cars, but it doesn't work that way. I use this mod very little now that I use "Spidertron Tiers" mod that lets me get early spidertrons with grids.

https://mods.factorio.com/mod/Updated_Construction_Drones I don't think I could stand a vanilla game without some kind of auto-builder mod. I tried nano, but it seems to eat ammo way too fast, and REQUIRES you to equip that instead of a gun. Drones are great. They are kinda cheaty as well (use no power), but their ground-based travel makes tight construction projects more of a balancing act. But not having to build anything manually from the start of a game is just so *chefs kiss*
Last edited by Warlord; Jul 21, 2022 @ 11:56pm
Bischop Jul 21, 2022 @ 11:57pm 
That's the first time I ever hear the words "inserter balance" lol. All it does is give you greater control of your inserters. I wouldn't say it is more OP than any of the other mods mentioned here. In the end it is a great QoL mod to be sure.
domis86 Sep 14, 2022 @ 11:04am 
recently i found also this little mod: https://mods.factorio.com/mod/LandfillEverything

"... a small mod that parses a blueprint and put landfill tiles under entities and tiles in your blueprint, but ONLY where needed to build your blueprint. "

Useful if you play on map with big amount of water (big seas).
ElBarto56 Sep 14, 2022 @ 11:16am 
if by "run" you mean getting a rocket into space, i'm afraid you only kinf of completed the tutorial twice...
Tomoko Sep 14, 2022 @ 9:20pm 
Originally posted by ElBarto56:
if by "run" you mean getting a rocket into space, i'm afraid you only kinf of completed the tutorial twice...
Getting a rocket into space is literally finishing the game lol.
domis86 Sep 15, 2022 @ 3:05am 
"

Originally posted by Tomoko:
Originally posted by ElBarto56:
if by "run" you mean getting a rocket into space, i'm afraid you only kinf of completed the tutorial twice...
Getting a rocket into space is literally finishing the game lol.

No, you can continue playing after that - depends on which challenge you impose on yourself :) You can also research "infinite technologies" etc
Last edited by domis86; Sep 15, 2022 @ 3:07am
Tomoko Sep 15, 2022 @ 3:47am 
Originally posted by domis86:
"

Originally posted by Tomoko:
Getting a rocket into space is literally finishing the game lol.

No, you can continue playing after that - depends on which challenge you impose on yourself :) You can also research "infinite technologies" etc
Yeah but that's the ending of the game. It's literally the ending, defined by the game.
ZomBeGone Sep 15, 2022 @ 9:41am 
A common challenge is to launch, say 60 rockets in an hour, 1 per minute on average. It is good for a coop group.
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Date Posted: Jul 21, 2022 @ 3:33am
Posts: 25