fishycat wrote: Mon Apr 08, 2019 4:09 pm
I really like those threads. Sometimes you can find new handy mods, that you have overseen on the mod portal.
So here are my mods in 0.17:
<removed the insane long list of mods>
Most are just QoL mods and pretty self-explanatory, so I didn't wrote a text to all. My main overhaul mods are Bob+SpaceX.
Great big god of all inserters!
At first I though it was a list of ALL Factorio mods
First of - I got sidetracked from your post by a mod called
Remote Switch that has less than 300 downloads, but a feature I really wanted. I'm in the building phase of my magabase (4800 sppm) and all my builds shut down when I'm not testing (first for power needs from 15.000 extra beacons) as it does not need to run until all is built and rockets and labs ready.
The remote enabled me to turn it all on/off from anywhere (not just from the box at my Pax train-station at the mall). It also solved how I could keep trains from leaving my LTN depots when I shut things down. So taken a few days to fix, but Remote Switch now fully operational and very cool to have
I started on your list the day you posted it. Appreciate you putting in the links - saved a lot of time when looking them up - and it's a looooong list..
Some players do go all the way and you seem to fit that category with Bob's and SpaceX (and think I will do the same after this build).
Also see a trend in players that go this way having a lot more
helper mods: (FNEI, Helmod, Max Rate Calculator, Multi-Product Recipe Details, What is it really used for, YARM, LTN). These are in no way cheating as they only give information and do nto change anything in the game.
I also see that players that go for Bob, Angel, SpaceX and similar are seasoned players with 100's of hours in Factorio - and they tend to do a lot of
"convenience" mods (that would be cheating for vanilla players) such as: long reach, robot replacer, crafting speed research, ghost placer or nanobots, mini loaders, warehouse, picker tools, squeak through and similar.
Some like to fight Biters and have mods to make them tougher, more, bigger, smarter, faster and even part of bio production - and then more weapons to fight them as you have with airplanes, helicopters, laser tanks, ionic laser from space and so much more for the fighter inclined.
The rest you have - as far as I can see are just cosmetics and fun stuff that do nothing else but being cool
And I see that I do the same.. for this 0.17 build I wanted to test what was changed (thus no bob or angel etc), but still did not want the hassle of opening mines constantly (max size, density sites - biggest so far is 1,7G and still close to start site). And I use nanobots and other utils that make it go quicker in the start. Was fun redesigning all the 12 beacon setups for 0.17 since the all needed retooling with new belt speeds, assembler speeds etc.
But as someone else said - "For me Factorio starts when you launch the first rocket" - and I kind of agree.
It's a phase game.. first phase is starter city (and I still fail to do it right - as my BUS is too small and the buildings still to close together - never learn), and then it's your choice - end game and start a new - or build your dream MegaBase of 2.400 SPPM or 10.000 SPPM.
I have made a 2400 that worked fine, but also have some spectacular failures.. a 10.000 SPPM attemt in 0.16 that I stopped when savefile passed 400 MB and FPS was down to 30's...
I have seen YouTube videos of mega bases that are insane in design and I will never be able to do anything close that them as I don't even know how to start something in that magnitude and precision as showcased, and if you have not seen a speed build video it's worth the 2,5 hours as it's amazing! I'm still trying to get red and green up at 2,5 hours
As I said before, Bob, Angel and SpaceX is mods you should
decide on when you start a new map - not in the middle as this is a hole different ballgame that changes most of your crafting recipes...
And when I do go Bob, Angel and SpaceX (and I will), I'm pretty certain I will use a lot more mods than I do now...
Do not see an armor upgrade like I have in
Power Armor MK3 - or is that in Bob's Warefare?
Thanks again fishycat for you input - appreciate it!
/old dude
Bottleneck should be standard in Factorio - everybody should have this. Not a cheat in any way - just a very useful tool!