In 2019 I posted with the same subject and got super response and tons of cool mods to try out that I had not heard about before. Now 5 years later and closing in on 13k hours of Factorio (and a lot more mods used) I would like to give it another go...
My thoughts on mods and why I use them:
I do still run Factorio in vanilla (or at least I try, then some utility, must have, mods sneak in and suddenly I have 20 bare essential mods in my "vanilla" run.
That being said I spent an awful lot of time following Nefrums speedrun guide to get under 3 hours and stopped at 2h 35m after several hundred of hours practicing and tweaking... (This has ruined my factory layout as I seem to no longer be able to make a bus, all is packed speed-run style)
There are in my opinion two types of mods:
- Overhaul - often a big mod /mod pack that changes how Factorio plays. (K2, Space Exploration, Nullius, Freight Forwarding, UltraCube etc), and
- Normal mod - adds or changes specific functions or items in game and I would split these into categories: Utility, Tools, Combat and Cheats
"Tools" as see as helper functions such as FNEI, Helmods, MaxRateCalculator, Picker Dollies, PipeVisualizer, BeltVisualizer etc.
And last the "cheat" mods are things that change vanilla: Bob's Insertes, Bob's Power, LTN, Stackers, Stacksize, QOL, Warehouseing etc.
Now just because I call them "cheat" mods does not mean I see them as cheating... it's a game! I play Factorio to have fun and Overhaul and mods has extended the life of Factorio to unimaginable hours of fun
Playing an Island mod with Cargo ships or even Freight Forwarding overhaul is tons of fun and makes Factorio a completely different game. The amount of awesome mods out there is mind boggling. If I think of something crazy for Factorio - someone has usually already made of mod for it...
The use of mods are subjective so if you feel a mod is cheating - don't use it.
My approach to what mods to use or not to use depends completely on what I'm doing and my goal for the current game.
I.E. I'm currently testing the overhaul senario "Gridtorio" by sOvr9000. When testing new overhaul mods I try to keep mods to a minimum to get a feel of the mod and how it evolves to the end. But, since I'm old and lazy, some mods are a must anyway, so I started with:
- Bottleneck Lite - Need to see status on all things and inbuilt is just not good enough. Very helpful to find problem in production.
- Clean Floor - Removes grass and debris from pathways (brick, concrete etc.) Just nice...
- Clearwater - Removes the puke green color from water. Like it crystal clear, and so do the fish...
- Disco Science - Science colors in labs is just fun.
- Enhanced Map Colors - Change color of belts etc in map view. A must.
- Even Distribution - Distribute items evenly. Use it and you can't live without!
- Max Rate Calculator - Calculate max consumption / production of selected asemblers, plants, miners etc. (a must)
- Module Inserter - Who wants to put in / change modules manually?
- Pipe Visualizer - Gives a visual layout of pipes with different color for each fluid.
- Belt Visualizer - same as above, but for belts.
- Bob's Adjustable Inserters mod - Insert at an angle, diagonally etc. A must in all factories.
- Picker Dollies - Lets you move placed entities with ease!
- Tiny Start - Start armor with roboports, power and a few robots (again, I'm lazy)
- Warehouseing Mod - Storehouse and Warehoues for up to 1800 stacks storage
- Deadlock's Stacking Beltboxes & Compact Loaders - just needed to load stuff in and out of chests and get more on belts.
- Portals - Portal gun (from the game Portal 2) lets you set Orange and Blue portal that you can jump through. Was to long to run back!
Some are clear cheats and makes the game easier, but this is what I needed to have fun and continue playing...
I think I have over 400 mods installed (many only tested once), but here are some I often use:
- Big_Brother - Just more effective radars.. got tired of placing them everywhere to see.
- FNEI - Very nice to check what is used where.
- Logistic Train Network - Just love it and often use this to handle my shipment of goods both train and ships.
- LTN Manager - Shows info about Logistic Train Network in a very nice GUI. A must with LTN!
- Safe Waterfill - Jupp, megacheat. But when I build big I just can't be bothered piping water from miles away.
- Stone Water Well - I know how to pipe water, this is just so much easier.. and looks cool.
- Power Armor MK3 - Who doesn't want bigger, better and badder armor with more inventory space? I certainly do!
- beautiful_bridge_railway - Railway over water... Yes - why not? Makes sense and I finally can use some wood. A must for Ribbon builds.
- far-reach - Your active click-range is greatly increased.
- Quality of Life research - Bunch of QoL stuff to reserach: Reach, speed, inventory, crafting, mining
- Bob's Power - Expands power with mk 5 boilers and steam and mk3 nuclear power plant. Awesome, but helps if you stack coal or solid fuel as mk5 boilers eat as much fuel at 5 vanilla setups. Only save on space and water.
- Fill4Me - auto insert fuel / ammo
- Even Less Advanced Fluid Handling - Great too for big petroleum processing plants, but easier than LAFH.
- Text Plates - Make signes on builds and stations to keep track of what's where...
- Display Plates - Visual signes to go with text plates mod.
- Bob's Greenhouse mod - If I play with no biters, I remove trees and use this to make wood instead.
- Helmod: Assistant for planning your factory - Jupp, that it does... A must with overhaul mods for planning builds!
- Cargo Ships - With lots of water you need ships. ton of fun.
- Hovercraft - With water world this is a must have - fast and fun.
- Teleporters - Teleport to any other teleporter. Why run or ride car/train/boat/plain when you can teleport directly?
- Alien Biomes - Very nice and use this sometimes..
Appreciate comments on mods and ideas for helpful mods. Any overhaul mod I have missed and should try?
/old dude