Mods for 1st expansion run
Re: Mods for 1st expansion run
I'm only using Customizable Quality Names.
- BlueTemplar
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Re: Mods for 1st expansion run
I am sorely missing my usual
Picker Dollies
Crafting Priority
Hotcraft
Picker Dollies
Crafting Priority
andPromotes the last crafted item to the front of queue (SHIFT+P), demotes the first item to rear (SHIFT+D) or reset (SHIFT+R) the crafting queue (useful after picking up intermediate items)
Hotcraft
Directly handcraft items from your inventory or toolbelt by hotkey, without even browsing the recipes list: just grab a stack in your hand and use ALT-1, ALT-2 or ALT-3 to queue 1,5 or 10 more items for handcrafting.
[...]
1.0.3 - also craft an item you selected with the pipette tool if you don't have any of that item in your inventory (thx to AsherMaximum)
BobDiggity (mod-scenario-pack)
Re: Mods for 1st expansion run
Picker Dollies ascended! Kind of. You can do the same with cut and paste now, and it's much better really because you can move multiple entities at once. It breaks state though of course.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
- BlueTemplar
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Re: Mods for 1st expansion run
What do you mean, "the same" ?
The whole point is to not have to use the much more cumbersome when used with a single entity cut & paste, especially for those "one tile off" entity placements... (except belts, never worked on those)
The whole point is to not have to use the much more cumbersome when used with a single entity cut & paste, especially for those "one tile off" entity placements... (except belts, never worked on those)
BobDiggity (mod-scenario-pack)
Re: Mods for 1st expansion run
IIRC, picker dollies could move a full container without emptying it, which cut/paste can't. For the rest, cut/paste rocks.
Koub - Please consider English is not my native language.
Re: Mods for 1st expansion run
Cut and paste hotkeys fit neatly where I already have my hand placed, not having to move my hand to the other side of the keyboard will make cut and paste faster and easier than using picker dollies, even for moving 1 entity 1 tile.BlueTemplar wrote: ↑Wed Oct 23, 2024 6:52 pm What do you mean, "the same" ?
The whole point is to not have to use the much more cumbersome when used with a single entity cut & paste, especially for those "one tile off" entity placements... (except belts, never worked on those)
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
- BlueTemplar
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Re: Mods for 1st expansion run
That doesn't work if you don't have any conbots (or equivalent), and I'm not sure I will agree even with them... (but time will tell)
BobDiggity (mod-scenario-pack)
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Re: Mods for 1st expansion run
Chest Limiter. Place limits on newly placed chests
https://mods.factorio.com/mod/PickerExtended
but also available standalone
https://mods.factorio.com/mod/ChestLimiter
(I typically use 1 for wood chests & passive provider chests and 2-4-5-10 for iron chests, depending on game stage)
Part ofHold a chest in your hand and any new chests you place will be limited to the number of slots set in the gui at the top left.
Limits can be set differently for different chests and saved.
https://mods.factorio.com/mod/PickerExtended
but also available standalone
https://mods.factorio.com/mod/ChestLimiter
(I typically use 1 for wood chests & passive provider chests and 2-4-5-10 for iron chests, depending on game stage)
BobDiggity (mod-scenario-pack)
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Re: Mods for 1st expansion run
Miss it
Automatic Underground Pipe Connectors
Automatic Underground Pipe Connectors
Automatically place a pipe when two undergrounds are placed at a corner or one space apart.
BobDiggity (mod-scenario-pack)
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Re: Mods for 1st expansion run
Oh yeah, while driving around (at least outside of the base) and manually placing rails when in car is still feasible without Vehicle Snap,
driving inside the base and trying to manually place big electric poles exactly in the middle of two-way tracks (those distant by more than 2 tiles at least) is... basically impossible.
BobDiggity (mod-scenario-pack)
Re: Mods for 1st expansion run
This was easy to fix. Just edit the json file and change it to 2.0.BlueTemplar wrote: ↑Wed Oct 23, 2024 10:14 pm Miss it
Automatic Underground Pipe ConnectorsAutomatically place a pipe when two undergrounds are placed at a corner or one space apart.
Code: Select all
{
"name": "automatic-underground-pipe-connectors",
"version": "2.0.0",
"title": "Automatic Underground Pipe Connectors",
"author": "Sparr",
"contact": "sparr0@gmail.com",
"homepage": "https://github.com/sparr/factorio-mod-automatic-underground-pipe-connectors",
"factorio_version": "2.0",
"description": "Automatically place a pipe when two undergrounds are placed at a corner or one space apart"
}
- BlueTemplar
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Re: Mods for 1st expansion run
It's not an issue of updating the mod, it's an issue of playing a game without any mods (well, not counting the SA 'mods').
BobDiggity (mod-scenario-pack)
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Re: Mods for 1st expansion run
I kind of wished I had Vlads Auto Time
mostly for designing and testing without being worried (as much) by biters (and later, pentapods).
Though in the end, setting up a proper perimeter wall before leaving Nauvis solved most of that (which I needed to do anyway).
(Yes, I know, I could use /editor, but it's not the same...)
Tired of biters evolving too fast while you are planning your science pack assemblers but don't want evolution cheating? This mod adds game speed buttons and also automatically slowsdown game time when you do nothing so you can plan, adds fast-slow speed shortcut. For single player only.
(Which I updated to 1.0 and 1.1 before.)Shortcut key to quickly toggle between 0.3 (with auto upping) and x3 speed
mostly for designing and testing without being worried (as much) by biters (and later, pentapods).
Though in the end, setting up a proper perimeter wall before leaving Nauvis solved most of that (which I needed to do anyway).
(Yes, I know, I could use /editor, but it's not the same...)
BobDiggity (mod-scenario-pack)
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Re: Mods for 1st expansion run
https://mods.factorio.com/mod/helmod
Yeah, I managed to get quite far without it thanks to the new tooltips, but now want it again when faced with cycles and power usage :
- Comparing
simple and non-simple coal liquefaction
on Vulcanus.- Comparing
productivity modules and efficiency modules for biochamber's nutrient usage
on Gleba.BobDiggity (mod-scenario-pack)