Factorio

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Revision as of 17:27, 2 September 2020 by H3g3m0n (talk | contribs) (→‎Mods)
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Mods

https://github.com/technicalfactorio/technicalfactorio/tree/master/combinators

Industrial revolution: extends the early game (electricity is a major breakthrough, you will use burner assemblers a lot) and adds a lot of intermediate parts. Krastorio 2: extends the late game and changes a bunch of recipies without adding too many new resources. Launching a rocket is about 2/3rds through the tech tree. Angel/Bobs: the big one, adds a huge amount of stuff, new ores, refining and smelting overhaul, more complex recipies and more. I advise to play with one of the above mods before diving into the deep end with this one."]

Minor

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

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

https://mods.factorio.com/mod/Todo-List

Long/far reach

Plantable & Printable Trees

textplates

Bigger

Bobs/Angels

Kastorio 2

mods_suggestions_for_playing_with_krastorio_2_and space exploration

  • "I just finished krastorio 2 and it was a lot of fun. Lots of options available to customize your play through. I’m guessing it was a labor of love for the mod creators as there is just so much to it."

Sea Block

  • Sea Block Pack
  • "well i would suggest space block, as its exactly what you described, but its been broken since 1.0 came out. if you download the 4.10 zip for sea block it works fine, was playing it earlier today myself."
  • [1.0 Sea Block Pack 0.4.10]

Space Exploration

"Warning: Version 0.3.+ is still in an experimental/testing phase. It currently not compatible with most other overhaul mods. If you are using mods like bobs/angels don't update yet."

"The status is still experimental but it is quite stable if played without other overhaul mods. Playing with other overhaul mods is not recommended at the moment, as compatibility work has not been done yet. "

"SE3 and K2 will work together without any other mods Some parts might not be balanced, but they work together for the major part"

"There are currently some extremely major problems with the tech tree progression that have a permanent affect on people's saves if they try to play with SE and K2 right now. If you are going to be testing these 2 mods together then expect to have to repeatedly start again."

Strongly recommended:

AAI Signal Transmission: So you can send signals between planets / orbits.

Other useful mods:

Grappling Gun: To catch yourself if you fall off your space station. Walls Block Spitters: So your defences can be better protected if you abandon them for a while. Bullet Trails: So you can see where turrets are shooting.

[https://www.reddit.com/r/factorio/comments/iflv1e/what_mods_to_use_for_a_krastorio_2_extended_game/g2ooyeh/?utm_source=reddit&utm_medium=web2x&context=3 I personally tend to "overfill" my modpacks. My first play-through was with K2 + SE 3.0 + some other mods and I kind of regretted it.

There was so much new content to explore that in some cases I missed some SE content because I was focused on K2 and wise-versa.

If you have enough time I would recommend to start a K2 game without SE and after you get bored, one with SE (or even one with SE without K2).]

Technical

FNEI

HELMOD

fCPU

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

Trains

Train Managers

Train Misc

Unsorted

https://mods.factorio.com/mod/BlueprintLab_design <- Probably worse than blueprint editor

Compact (X-or) Lookup Table, Factorio Combinator Tutorial (in a minute)

https://christoph-frick.github.io/factorio-blueprint-tools/

Blueprints

I don't know

wasm2lua

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