Factorio

Factorio

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~ Diviad ~ Nov 10, 2024 @ 2:36pm
Suggested Mods for 2.0 coming from 1.x
I am starting a new 2.0 game and I am getting my *must-have* mods in order. So far I have:
Factorisimo 3.0
Merging Chests
Bulk Rail Loaders
Bottleneck
Cardinal (vehicle direction snapping)
Bob's Adjustable Inserters
Jetpack

Ones that don't appear to be updated are:
Bob's Assembling Machines (higher tier assemblers and different electronic assembly machines)
Bob's Logistics
Better Belts (research faster Express Belts)
Expanded Rocket Payloads (expands end game with many new products & techs)

The last one *Expanded Rocket Payloads* is a huge one. My last games I have spent at least 2/3 my time in Factorio for stuff in this mod. I found *Mini Machines* and *Simple Compress* mods for 2.0 that may partially make up for the loss of a few of the mods that haven't been updated.

Are there any suggested mods you all recommend starting 2.0? The above list are my suggestions, especially Factorisimo
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Showing 1-13 of 13 comments
Nellvan Nov 10, 2024 @ 4:36pm 
-Bottleneck
-Copy Paste Modules (if it's still relevant, I've not gotten to using modules yet)
-Even Distribution
-Even Pickier Dollies (Standalone version of Picker Dollies)
-Far Reach
-Mining Patch Planner
-Schall Radar Alignment
-Squeak Through "fixed + re-published" version, not ST2 (doesn't seem quite there yet)
-YARM - Resource Monitor

-AAI Containers & Warehouses ; or some other warehouse mod, I'm not 100% sure on that one yet
Last edited by Nellvan; Nov 10, 2024 @ 4:38pm
Psycho Nov 10, 2024 @ 5:00pm 
You can drop the jetpack, the new armor comes with one already.

AAI Containers & Warehouse
AAI Signal Transmission
Bullet Trails
Cleaned Concrete (!!!)
Factory Planner
Milestones
Module Inserter Simplified
Text Plates
Vision Radar


PS: Is it just me, or are exclamation marks looking weird? !!!
Strategic Sage Nov 10, 2024 @ 5:09pm 
My suggested mods are:

None

In particular, I would definitely not recommend Factorissimo to people (all power to those who already use it and enjoy it, that's different) as it undermines important logistical considerations of the game with the whole 'cram everything in my matryoshka building' approach. Similarly with stuff like far reach, adjustable inserters, etc.
Last edited by Strategic Sage; Nov 10, 2024 @ 5:10pm
~ Diviad ~ Nov 10, 2024 @ 5:59pm 
Cool, I have some of those mods but did not list them above. I will look up the rest.

Originally posted by Strategic Sage:
My suggested mods are:

None

In particular, I would definitely not recommend Factorissimo to people (all power to those who already use it and enjoy it, that's different) as it undermines important logistical considerations of the game with the whole 'cram everything in my matryoshka building' approach. Similarly with stuff like far reach, adjustable inserters, etc.
Why even comment @Strategic Sage ? Unless you are trolling, this thread is not for you. Troll elsewhere please. If you read the OP, you know your opinion does not apply here.
NobakeGaming Nov 10, 2024 @ 6:08pm 
I think a lot of the reason to use Far Reach were removed with the update. You can do full configurations from the map at any distance now, so unless you just really want to be able to grab items from a distance you don't need far reach anymore.

I don't think the module inserting mods are needed anymore either.

There is also a mech suit that flies now, but it's sort of mid-late game so I'm not sure it fully replaces Jetpack. Never used it anyway myself.

I haven't checked if they've all been updated since I've been playing an unmodded save, but my must-have list now:
Side Inserters
Warehousing or equivalent
Double Speed Belts (Each tier of belt is double the speed of the previous tier rather than just plus 15)
Sane Concrete (use Iron Sticks in Concrete instead of Iron Ore)

Plus some "nice to have" or cosmetic mods
Automatic Train Painter
Prismatic Belts
Cleaned Concrete
Rate Calculator - Used to be mandatory. New UI makes it less needed, but mod is still more powerful and convenient.
MouseOverConstruction - I prefer this over bot quick-starts

I also used to use a mod that adjusted Big Power Pole reach to 1 chunk, not sure if its still needed or not.
~ Diviad ~ Nov 10, 2024 @ 7:29pm 
Are Side Inserters like like the "sticky" inserters I saw, that can be attached to assemblers and stuff?
I believe Bob's Logistics used to have several tiers of each of the poles and substations. I am not sure how big a chunk is, but I designed my rail block template around 2 full lengths of the highest tier big power pole.
On the subject of aesthetic or cosmetic mods, a few I also liked are:
- Worn Path (or something like that), the landscape changes with traffic. It is useful and a tad more realistic to see the ground change with use
- Disco Science! Love the psychedelic science light show : D
- Science Presents

Thank you for all of the suggestions :steamhappy:
ViolentSweed Nov 10, 2024 @ 7:53pm 
You don't really need Jetpack anymore. If you rush to Fulgora that is.
NobakeGaming Nov 10, 2024 @ 8:20pm 
Originally posted by ~ Diviad ~:
Are Side Inserters like like the "sticky" inserters I saw, that can be attached to assemblers and stuff?
I believe Bob's Logistics used to have several tiers of each of the poles and substations. I am not sure how big a chunk is, but I designed my rail block template around 2 full lengths of the highest tier big power pole.
Side Inserters allow you to pick which lane of a belt the inserter drops on, as well as rotate input/output independently so you can have 90 degree inserters. I mostly just use it for the lane selection, not really the 90 degree stuff. Bob's Inserters can do all that and more, I just don't want all that stuff personally.

A chunk is 32x32 tiles. If you've ever paused the game and seen a grid appear, the thicker lines are chunk boundaries.
A lot of people align their rail blueprints to chunks, including me. Makes it easier to start building from anywhere and know that things will line up in the end. Big power pole range used to be just short of a chunk, so you'd need a lot of extra poles if you wanted tileable rail blueprints with power poles in them. I think they changed that in 2.0 but I'm not sure.

One other mod I forgot about is Explosive Excavation. It's basically a Waterfill mod, but I liked this one because you have to research and build explosives to blast holes in the ground, instead of just making free water whenever and wherever. Looks like its not updated tho.
BlueRock Nov 10, 2024 @ 9:29pm 
I second the picker dolies mod which was made into "Even Pickier Dollies" for version 2.0 is one of the first mods I want to re-install after I finish getting my new achievements. (It allows you to nudge things around like tanks and chests without having to empty their contents). Its one of the mods that once you get used to it you can't live without. It might not work with merged chests though, not sure. Other recommended mods: Factory planner, Milestones, Automatic Underground pipe connectors, Alien Biomes, Filter Helper, inserter throughput, mining patch planner, P.U.M.P.
Last edited by BlueRock; Nov 10, 2024 @ 9:45pm
Strategic Sage Nov 10, 2024 @ 9:33pm 
Originally posted by Diviad:
Why even comment @Strategic Sage ? Unless you are trolling, this thread is not for you. Troll elsewhere please. If you read the OP, you know your opinion does not apply here.

I read the OP, then read it again after seeing this comment. I'm not trolling, and see nothing indicating the thread isn't for me. Thinking there are no must-have mods is just as much a useful contribution as any particular list of them.
Last edited by Strategic Sage; Nov 10, 2024 @ 9:33pm
Nellvan Nov 10, 2024 @ 11:09pm 
Originally posted by NobakeGaming:
A chunk is 32x32 tiles. If you've ever paused the game and seen a grid appear, the thicker lines are chunk boundaries.
A lot of people align their rail blueprints to chunks, including me. Makes it easier to start building from anywhere and know that things will line up in the end. Big power pole range used to be just short of a chunk, so you'd need a lot of extra poles if you wanted tileable rail blueprints with power poles in them. I think they changed that in 2.0 but I'm not sure.
Yep they now fit exactly onto the thick gridlines.

This reminded me though, if you happen to want exact signal spacing for 1-4 trains with a pole at every signal (tileable), it's still a bit too short. I might have to dig up or remake my own mod for that ... or just learn to accept a different arrangement.
Last edited by Nellvan; Nov 10, 2024 @ 11:10pm
GreenBeanN1 Nov 11, 2024 @ 3:59am 
For 2.0:
-Dark nights
-Improved lamps
-A clock
-Only handcrafting
-Minimal start mod.
-Finite oil

Yes it makes the game harder but the Factorio experience is a lot more intense for me this way.
Last edited by GreenBeanN1; Nov 11, 2024 @ 3:59am
~ Diviad ~ Nov 11, 2024 @ 8:24am 
A lot of great info & suggestions. The Grid planning makes sense, so you can build anywhere on the map, and have it play nicely with other stuff you build in the future.
Just a note, I don't have Space Age, I am just allowing the game to update to 2.0.

I will be really bummed if *Expanded Rocket Payloads* is never updated. That provide so much to do, I feel like I will get bored once I launch my first rocket.
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Date Posted: Nov 10, 2024 @ 2:36pm
Posts: 13