(Stable) Mods, that don't change the base-game too much
(Stable) Mods, that don't change the base-game too much
For my next world (when the current v0.10 is stable enough) I would like to use some mods, which give me a bit more comfort, but don't change the game in other ways (too much). Basically the idea is, that I can play the game also without them and I don't need to change anything in my factory, there are just some very small things, that won't work anymore.
Edit, taken from below: To be honest, I don't want lists of mods you all use, but a list of mods, which don't break the rule not to break the base game.
For example, if I use the splitter mod make something with it and then remove the mod, my factory needs some rebuilt, cause it doesn't work anymore as expected.
By principle that could be only mods, which adds something like a "tool", which replaces some manual steps.
What I currently found is this:
Floors:
https://forums.factorio.com/forum/vie ... =14&t=4521
Automatic Rail Laying Machine:
https://forums.factorio.com/forum/vie ... =14&t=4287
(it adds only this engine as I understood it, this is ok, cause when I remove it, I just don't have that anymore and don't need to change anything else)
Time Buttons:
https://forums.factorio.com/forum/vie ... =14&t=2396
Planning Tools Mod:
https://forums.factorio.com/forum/vie ... =14&t=4022
Factorio Clock:
https://forums.factorio.com/forum/vie ... f=14&t=850
Variant Resource Spawning:
https://forums.factorio.com/forum/vie ... =32&t=4433
EDIT: ( Resource Tool:
https://forums.factorio.com/forum/vie ... =32&t=1659 - not longer available)
So if you think there are more modules, which hit this sense or definition
- not modifying the original game
- being mainly a "helper" to make the base-game better/faster
- if uninstalled nothing needs to be changed in the game
then show your list here.
PS: I think against my rules I would also install:
Wagons: More train stuff
https://forums.factorio.com/forum/vie ... =32&t=3926
That is definitely a bigger change.
Test Mode Mod:
https://forums.factorio.com/forum/vie ... =46&t=2842
But if once installed I fear I may use it too much.
Edit, taken from below: To be honest, I don't want lists of mods you all use, but a list of mods, which don't break the rule not to break the base game.
For example, if I use the splitter mod make something with it and then remove the mod, my factory needs some rebuilt, cause it doesn't work anymore as expected.
By principle that could be only mods, which adds something like a "tool", which replaces some manual steps.
What I currently found is this:
Floors:
https://forums.factorio.com/forum/vie ... =14&t=4521
Automatic Rail Laying Machine:
https://forums.factorio.com/forum/vie ... =14&t=4287
(it adds only this engine as I understood it, this is ok, cause when I remove it, I just don't have that anymore and don't need to change anything else)
Time Buttons:
https://forums.factorio.com/forum/vie ... =14&t=2396
Planning Tools Mod:
https://forums.factorio.com/forum/vie ... =14&t=4022
Factorio Clock:
https://forums.factorio.com/forum/vie ... f=14&t=850
Variant Resource Spawning:
https://forums.factorio.com/forum/vie ... =32&t=4433
EDIT: ( Resource Tool:
https://forums.factorio.com/forum/vie ... =32&t=1659 - not longer available)
So if you think there are more modules, which hit this sense or definition
- not modifying the original game
- being mainly a "helper" to make the base-game better/faster
- if uninstalled nothing needs to be changed in the game
then show your list here.
PS: I think against my rules I would also install:
Wagons: More train stuff
https://forums.factorio.com/forum/vie ... =32&t=3926
That is definitely a bigger change.
Test Mode Mod:
https://forums.factorio.com/forum/vie ... =46&t=2842
But if once installed I fear I may use it too much.
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Re: (Stable) Mods, that don't change the base-game to much
To be honest I've been playing around with tons of bleeding-edge mods, some of what I "ported" from 8/9.x to 10 myself even though I don't know what I'm doing half the time but I've yet to see anything unstable.
Of the mods I use that don't do massive changes to core game I have hopper mod (belt things straight into containers without inserters), landfill and liquid station.
Of the mods I use that don't do massive changes to core game I have hopper mod (belt things straight into containers without inserters), landfill and liquid station.
Re: (Stable) Mods, that don't change the base-game to much
Does anyone have a download link for the Resource Tool mod? All I can see in the post is its Github link that's no longer valid.
I can't unfortunately help much in this thread as all the mods I use (RoadWorks, Wagons, Liquid Station, etc.) just barely fail the rules of the thread.
I can't unfortunately help much in this thread as all the mods I use (RoadWorks, Wagons, Liquid Station, etc.) just barely fail the rules of the thread.
- CreeperDaReeper
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Re: (Stable) Mods, that don't change the base-game to much
Here's what I'm using currently. Two are missing though, roundmagnet because some issue with it not recognizing its own files, and PlanningTool which causes the game to crash every once in a while.
Mods
Re: (Stable) Mods, that don't change the base-game too much
To be honest, I don't wanted lists of mods you all use, but a list of mods, which don't break the rule not to break the base game.
For example, if I use the splitter mod make something with it and then remove the mod, my factory needs some rebuilt, cause it doesn't work anymore as expected.
By principle that could be only mods, which adds something like a "tool", which replaces some manual steps.
For example, if I use the splitter mod make something with it and then remove the mod, my factory needs some rebuilt, cause it doesn't work anymore as expected.
By principle that could be only mods, which adds something like a "tool", which replaces some manual steps.
Cool suggestion: Eatable MOUSE-pointers.
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Re: (Stable) Mods, that don't change the base-game too much
So here are some mods I think would also be good. While some add new items they don't add things like belts that will mess with the way you build factories. Some of these are shameless self promotion, sorry.
- Robocharge - This is great if you use lots of bots, adds a small robot charging station.
AdvancedEquipment - This seems like it is unbalanced but it is so late game that it makes no difference. I use the upgraded parts to balance PocketBots
PocketBots - This is one of mine, a late game mod, just removes the tedium of placing roboports for construction
TheFatController - Another one of mine, if you use lots of trains this is handy for keeping an eye on them but still needs more features.
Magnet - This is handy for cleaning up but I stopped using it after I rebound pickup to be mouse-4
Re: (Stable) Mods, that don't change the base-game too much
MoWeather. It change nothing and looks interesting
Re: (Stable) Mods, that don't change the base-game too much
This one looks also good:
Resource-Monitor-Mod v0.4.0
https://forums.factorio.com/forum/vie ... =14&t=2855
I can download it, so I do not quite understand the above comment by Rahjital.
Resource-Monitor-Mod v0.4.0
https://forums.factorio.com/forum/vie ... =14&t=2855
I can download it, so I do not quite understand the above comment by Rahjital.
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Re: (Stable) Mods, that don't change the base-game too much
That's a completely different mod, though. In the first post, you have linked to this Resource Tool mod (not Resource Monitor) that only contains a link to an invalid Github repository.
Re: (Stable) Mods, that don't change the base-game too much
Ah, correct. Well, I think the above one replaces it. I'll try some of that on weekend (tomorrow they said we will have thunderstorm. That's wonderful! )
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Re: (Stable) Mods, that don't change the base-game too much
Well, I already have too many mods that add gui elements to the screen, so I'm trying to limit that now. (Hey, that might hit me too, since I live almost at the German border. Then again, your country is so big it might be sunny here all the time. )