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Re: Mods for 1st expansion run

Posted: Tue Oct 22, 2024 4:59 am
by ManaUser

Re: Mods for 1st expansion run

Posted: Tue Oct 22, 2024 10:46 am
by BlueTemplar
I am sorely missing my usual
Picker Dollies
Image

Crafting Priority
Promotes 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)
and
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)

Re: Mods for 1st expansion run

Posted: Wed Oct 23, 2024 6:41 pm
by Qon
BlueTemplar wrote: Tue Oct 22, 2024 10:46 am I am sorely missing my usual
Picker Dollies
Image
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.

Re: Mods for 1st expansion run

Posted: Wed Oct 23, 2024 6:52 pm
by BlueTemplar
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)

Re: Mods for 1st expansion run

Posted: Wed Oct 23, 2024 7:51 pm
by Koub
IIRC, picker dollies could move a full container without emptying it, which cut/paste can't. For the rest, cut/paste rocks.

Re: Mods for 1st expansion run

Posted: Wed Oct 23, 2024 7:55 pm
by Qon
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)
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.

Re: Mods for 1st expansion run

Posted: Wed Oct 23, 2024 8:07 pm
by BlueTemplar
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)

Re: Mods for 1st expansion run

Posted: Wed Oct 23, 2024 8:21 pm
by BlueTemplar
Chest Limiter. Place limits on newly placed chests
Hold 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.
Part of
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)

Re: Mods for 1st expansion run

Posted: Wed Oct 23, 2024 10:14 pm
by BlueTemplar
Miss it :cry:

Automatic Underground Pipe Connectors
Automatically place a pipe when two undergrounds are placed at a corner or one space apart.
Image

Re: Mods for 1st expansion run

Posted: Thu Oct 24, 2024 12:26 pm
by BlueTemplar
Kinson25 wrote: Tue Jul 23, 2024 6:02 pm [...]
VehicleSnap Makes driving much easier.
[...]
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. :(

Re: Mods for 1st expansion run

Posted: Sat Oct 26, 2024 3:03 am
by jamiechi1
BlueTemplar wrote: Wed Oct 23, 2024 10:14 pm Miss it :cry:

Automatic Underground Pipe Connectors
Automatically place a pipe when two undergrounds are placed at a corner or one space apart.
Image
This was easy to fix. Just edit the json file and change it to 2.0.

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"
}


Re: Mods for 1st expansion run

Posted: Sat Oct 26, 2024 10:15 am
by BlueTemplar
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').

Re: Mods for 1st expansion run

Posted: Mon Nov 25, 2024 12:25 pm
by BlueTemplar
I kind of wished I had Vlads Auto Time
Image
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.
Shortcut key to quickly toggle between 0.3 (with auto upping) and x3 speed
(Which I updated to 1.0 and 1.1 before.)
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...)

Re: Mods for 1st expansion run

Posted: Mon Nov 25, 2024 12:30 pm
by BlueTemplar
Danjen wrote: Mon Oct 21, 2024 10:06 am Helmod
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.