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.
![Smile :)](./images/smilies/icon_e_smile.gif)
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.
![Smile :)](./images/smilies/icon_e_smile.gif)