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mikes61293
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Modlist

Post by mikes61293 »

What mods do you guys use alongside Py's? On my last playthrough when PyRO came out I had Rampant, AAI, and Rampant Arsenal enabled but I was wiped out even after consoling my pollution levels down.

I'm thinking for this playthrough with PyPH out I'm going to use the following major mods:

All PyMods
LTN
FARL - Maybe?
Deadlocks Crating
RSO
Bulk Rail Loader

I'm curious to see what other people use as well as your map/biter settings.

immortal_sniper1
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Re: Modlist

Post by immortal_sniper1 »

mikes61293 wrote:
Thu Apr 25, 2019 3:57 pm
What mods do you guys use alongside Py's? On my last playthrough when PyRO came out I had Rampant, AAI, and Rampant Arsenal enabled but I was wiped out even after consoling my pollution levels down.

I'm thinking for this playthrough with PyPH out I'm going to use the following major mods:

All PyMods
LTN
FARL - Maybe?
Deadlocks Crating
RSO
Bulk Rail Loader

I'm curious to see what other people use as well as your map/biter settings.

{
"mods":
[

{
"name": "base",
"enabled": true
},

{
"name": "Advanced-Solar",
"enabled": true
},

{
"name": "Advanced_Radar",
"enabled": true
},

{
"name": "AfraidOfTheDark",
"enabled": true
},

{
"name": "Aircraft",
"enabled": true
},

{
"name": "auto-research",
"enabled": true
},

{
"name": "AutoDeconstruct",
"enabled": true
},

{
"name": "Avatars",
"enabled": true
},

{
"name": "BigStorageTank",
"enabled": true
},

{
"name": "BlackMarket",
"enabled": false
},

{
"name": "Blueprint_Flip_Turn_017",
"enabled": true
},

{
"name": "bobinserters",
"enabled": true
},

{
"name": "Bottleneck",
"enabled": true
},

{
"name": "Car_MK2",
"enabled": true
},

{
"name": "cncs_Sulfur_Mod",
"enabled": true
},

{
"name": "creative-mod",
"enabled": true
},

{
"name": "deadlock-beltboxes-loaders",
"enabled": true
},

{
"name": "DeadlockLoaders",
"enabled": true
},

{
"name": "DeleteEmptyChunks",
"enabled": true
},

{
"name": "electric_water_boiler",
"enabled": true
},

{
"name": "fast_trans",
"enabled": true
},

{
"name": "ffff",
"enabled": true
},

{
"name": "FNEI",
"enabled": true
},

{
"name": "giga_power",
"enabled": true
},

{
"name": "helmod",
"enabled": true
},

{
"name": "LogisticTrainNetwork",
"enabled": true
},

{
"name": "Long_Range_Radar",
"enabled": true
},

{
"name": "LTN_Tracker",
"enabled": true
},

{
"name": "miniloader",
"enabled": true
},

{
"name": "more-minimap-autohide-017",
"enabled": true
},

{
"name": "omnilib",
"enabled": true
},

{
"name": "omnimatter_move",
"enabled": true
},

{
"name": "OpteraLib",
"enabled": true
},

{
"name": "ore-eraser",
"enabled": true
},

{
"name": "py-moduless",
"enabled": true
},

{
"name": "pycoalprocessing",
"enabled": true
},

{
"name": "pyfusionenergy",
"enabled": true
},

{
"name": "pyhightech",
"enabled": true
},

{
"name": "pyindustry",
"enabled": true
},

{
"name": "pypetroleumhandling",
"enabled": true
},

{
"name": "pyrawores",
"enabled": true
},

{
"name": "qol_research",
"enabled": true
},

{
"name": "railloader",
"enabled": true
},

{
"name": "rso-mod",
"enabled": false
},

{
"name": "SantasNixieTubeDisplay",
"enabled": true
},

{
"name": "ScanningRadar",
"enabled": true
},

{
"name": "SC_camera",
"enabled": true
},

{
"name": "Squeak Through",
"enabled": true
},

{
"name": "stdlib",
"enabled": true
},

{
"name": "Texugo_TA-miners",
"enabled": true
},

{
"name": "Todo-List",
"enabled": true
},

{
"name": "train-pubsub",
"enabled": true
},

{
"name": "train-scaling",
"enabled": true
},

{
"name": "UltimateBelts",
"enabled": true
},

{
"name": "Waterfill_v17",
"enabled": true
},

{
"name": "what-is-it-really-used-for",
"enabled": true
},

{
"name": "YARM",
"enabled": true
}
]
}

mxpal
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Re: Modlist

Post by mxpal »

i strongly recommend turning biters down to a minimal, if not turn them off completely. your base will be crazily big and its maddening to keep renewing defenses.

i play with full py suite,
LTN*
LTN tracker
bobs inserters
long reach
squeak through
what is it used for*
helmod*
loader redux
aircraft
cargo ships
quick start (or py quick start)

* mods are necessary for the game imo

mikes61293
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Re: Modlist

Post by mikes61293 »

Does anyone have experience with Alien Biomes late game? I'm thinking about adding it to my save but I'm worried about memory bloat when I get up to megabase scale.

kingarthur
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Re: Modlist

Post by kingarthur »

mikes61293 wrote:
Mon May 06, 2019 3:01 pm
Does anyone have experience with Alien Biomes late game? I'm thinking about adding it to my save but I'm worried about memory bloat when I get up to megabase scale.
Y would it bloat memory. As far as I'm aware it just adds more tiles and trees and stuff like that. Should be any reason for it to increase ram anymore than normal tiles do

Blokus
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Re: Modlist

Post by Blokus »

My current other mods are:
  • Advanced Combinator (not really needed, and kind of a UPS hog unless your builds don't mind if you lower the tick rates. also a bit prone to crashing)
  • Auto Research (essential if you're going to add things like QoL research, otherwise you probably would want to decide on each tech one at a time anyway)
  • Bob's Adjustable Inserters (essential)
  • Bottleneck (nice to have until it gobbles your UPS, at which point you shouldn't need it anymore anyway)
  • Crafting Combinator (not needed, and a bit prone to crashing, but we're going to use it to make our mall smaller)
  • Thermal Solar Power (definitely overpowered, but I like it anyway)
  • Delete Empty Chunks (added to make the PH stuff spawn closer in after I added it. Lategame it can be useful for making your save smaller if you don't use local radars)
  • Even Distribution (essential)
  • Expanded Color Lamps (haven't used it, and its increase to the lamp glow radius is annoying when playing with LTN)
  • FARL (haven't gotten around to using it yet; I'm not sure how much it can really help with building a grid-style base)
  • FNEI (this or something like it is essential)
  • Helmod (honestly not that great in Py in my experience, there are too many things that you want to calculate on an input-based basis, but that's just not how Helmod works)
  • Lighted Poles+ (pleasant, definitely not essential)
  • LTN (I have no idea how I would play Py without either this or at least TSM)
  • LTN Content Reader (because it's gated behind sp3 because Py's advanced electronics takes sp3, I haven't unlocked it yet, but I do have plans for it)
  • LTN Tracker (essential if using LTN)
  • Miniloader (Py himself suggests to use some loader mod, but I don't really have strong opinions on this one being better than any other).
  • Nanobots (circuit 1 is so hard to automate that these are a bit clunky, but I've still used them a bit, especially since my handcraft speed has increased quite a bit due to QoL research)
  • Noxys Waterfill (less overpowered than Inland Pumps, more than Explosive Excavation. In any case, producing water where you need it is important, trying to manage it with trains just sounds like unnecessary tedium.)
  • Nuclear Fuel (I've used it before, it's a little overpowered, but it's fun and it hooks into Realistic Reactors in an interesting way. Still not entirely sure whether I'll use it.)
  • All of the Picker mods (you can pick and choose what you want, but several of these are hard to get away from after you get used to them.)
  • QoL Research (essential, the jump between sp2 and sp3 is sooooo long that it's nice to have some useful things to spend science on in the meantime).
  • Realistic Electric Trains (haven't gotten to use it yet in this or any other game)
  • Realistic Reactors (haven't gotten to use it yet in this or any other game)
  • Robot Battery Research (debating switching this out in favor of fusion bots)
  • Shortwave (currently just being used to set requests for a junkyard area)
  • Squeak Through (essential, I think, though Picker's squeak through functionality might be sufficient?)
  • Train & Fuel Overhaul (I like it, and it hooks into Realistic Electric Trains in an interesting way)
  • Todo List (awesome for multiplayer, still useful in single player)
  • Advanced Fluid Handling (got addicted to it in an Angel's game, can't really go back to a fluid-heavy pack without it anymore)
  • Vehicle Snap (I think Picker Vehicles is probably better than this, so I might remove it)
  • Visual Signals (haven't used it yet, but it can definitely be useful)
  • Wagon Colors (just a prereq for Train & Fuel Overhaul)
  • Wire Shortcuts (IMO essential now that wires cost rubber)
Last edited by Blokus on Tue May 07, 2019 2:22 am, edited 2 times in total.

mikes61293
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Re: Modlist

Post by mikes61293 »

kingarthur wrote:
Mon May 06, 2019 4:47 pm
mikes61293 wrote:
Mon May 06, 2019 3:01 pm
Does anyone have experience with Alien Biomes late game? I'm thinking about adding it to my save but I'm worried about memory bloat when I get up to megabase scale.
Y would it bloat memory. As far as I'm aware it just adds more tiles and trees and stuff like that. Should be any reason for it to increase ram anymore than normal tiles do
It's my understanding that it introduces additional sprites, and I've seen some posts that adding those on top of py sprites can cause issues.

kingarthur
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Re: Modlist

Post by kingarthur »

mikes61293 wrote:
Mon May 06, 2019 9:40 pm
kingarthur wrote:
Mon May 06, 2019 4:47 pm
mikes61293 wrote:
Mon May 06, 2019 3:01 pm
Does anyone have experience with Alien Biomes late game? I'm thinking about adding it to my save but I'm worried about memory bloat when I get up to megabase scale.
Y would it bloat memory. As far as I'm aware it just adds more tiles and trees and stuff like that. Should be any reason for it to increase ram anymore than normal tiles do
It's my understanding that it introduces additional sprites, and I've seen some posts that adding those on top of py sprites can cause issues.
Ya. It can but it's going to be problem at the get go or it wont be. Factorio will load all the sprites right away at the start

mikes61293
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Re: Modlist

Post by mikes61293 »

AAI Industry pairs really well pymods. The introduction of motors means you can have a mall without needing to automate tier 1 circuits.
20190506232057_1.jpg
20190506232057_1.jpg (1.2 MiB) Viewed 2919 times

Blokus
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Re: Modlist

Post by Blokus »

mikes61293 wrote:
Tue May 07, 2019 4:27 am
AAI Industry pairs really well pymods. The introduction of motors means you can have a mall without needing to automate tier 1 circuits.

20190506232057_1.jpg
Seems a little cheaty to me in this context, not that there's anything entirely wrong with that with a pack this hard.

I'll point out as a followup that you'll need a compatibility mod to play AAI Industry with Py, because the AAI Industry utilities are not sufficient to produce Py sp1 without electricity. PyCoal Touched by an Angel will do the job.

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