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What are your game/mods suggetions?
Posted: Tue Apr 28, 2026 7:32 am
by nikimilky
Hey all,
Finished my first 2.0 run (launched a rocket), then did a Rocket Rush in ~10 hours.
Started Krastorio 2.0 (lovin' it) and reached blue science, but got stuck trying to automate it - red circuits were way more complex than vanilla (electronic components with plastic + silicon + glass slowed me down a lot).
I’ll probably continue, but I’m also thinking of trying something else on the side / after krastorio. Considering:
* “There Is No Spoon”
* Deathworld + Marathon
* Industrial Revolution 3
* Space Age looks interesting, but I do not have money to buy it currently so I am not considering this at the time. Probably in the far future.
Looking for something fun. Any recommendations?
Re: What are your game/mods suggetions?
Posted: Tue Apr 28, 2026 7:40 am
by Kyralessa
If you want something really different, Industrial Revolution 3 is a good choice. There's a long steam-pipe era before you get to electricity. Most recipes are broken down into many more smaller parts, so you'll probably use fewer belts and more assembly machines, especially the small 1x1 assembly machines the mod includes.
IR3 is 1.1-only, though, unless you use the update procedure somebody has come up with to make it 2.0 compatible. (I haven't tried it out.)
https://mods.factorio.com/mod/Industria ... n3Patchset
Re: What are your game/mods suggetions?
Posted: Tue Apr 28, 2026 8:10 am
by nikimilky
Kyralessa wrote: Tue Apr 28, 2026 7:40 am
If you want something really different, Industrial Revolution 3 is a good choice. There's a long steam-pipe era before you get to electricity. Most recipes are broken down into many more smaller parts, so you'll probably use fewer belts and more assembly machines, especially the small 1x1 assembly machines the mod includes.
IR3 is 1.1-only, though, unless you use the update procedure somebody has come up with to make it 2.0 compatible. (I haven't tried it out.)
https://mods.factorio.com/mod/Industria ... n3Patchset
oh, didn't know IR3 is for 1.1 only, I thought having 2.0 means I have all the other stuff backward compatible.
Does IR2 work with factorio 2.0?
I am not stuck on the above mods mantioned, just looking for ways to diversify the next playthrough a bit, these were just the ones poped into my mind.
Re: What are your game/mods suggetions?
Posted: Tue Apr 28, 2026 11:13 am
by NineNine
I would suggest K2 + Space Exploration. It's super fun (and it's free), and it'll give you many hundreds of hours (thousands, maybe) of new Factorio fun.
Re: What are your game/mods suggetions?
Posted: Tue Apr 28, 2026 12:33 pm
by eugenekay
Previously - and these recommendations still hold!
eugenekay wrote: Thu May 08, 2025 12:14 am
Howdy!
The official
Space Age Expansion should be mentioned first and foremost as it is implemented as a set of "Official Mods" that enhance the Base Game through additional planets and mechanics. I am assuming that Readers of this Reply are familiar with the Mechanics that it adds - no Spoiler Warnings needed.
I have gone through my list of Mods (and deleted a few I did not like....), and briefly reviewed each. I hope this is helpful, and look forward to reading other's lists.
Gameplay Enhancements
Small changes which make the game "Better" in some way, without too many side-effects.
- AAI Loaders enables the "Hidden in Vanilla" Loaders, with Lubricant fluid required for Balance
- Ammo Range+ gives more Range to the higher tiers of Gun Magazines
- Bob's Adjustable Inserters OR Smart Inserters
- Cargo Bay Inserters makes Platform Mechanics "Cheesey". I like it anyway
- Cleaned Concrete gets rid of the decoratives poking through the cracks
- Spidertron Automation (aka Constructron-Continued) lets you build a Megafactory without using a giant "Mega Logistic-Construction" network.... the Spiders do all the heavy lifting, powered by Scripting
- Custom Grid Size for the Spidertron, so I can fit exactly 11x11 (16x16 Legendary) Equipment slots.
- Distance Customizer makes Space Platform travel a bit more realistic
- Factorio World adds planet Earth to the world generator - as a separate planet, or replacing Nauvis.
- Factorissimo is an actual "Factory Building"
- Japanese Train Station Names can also be applied to Roboports, Locomotives, etc - or you can make your own List easily.
- Lawn Mower adds a Tool to clear Decoratives
- Lighted Electric Poles adds a Lamp where it is most obvious
- Loaders can Stack makes Loaders superior to Stack Inserters in every possible way - use with care
- Memory Storage to stockpile insane amounts of Asteroid Chunks (or whatever!)
- More Quality Scaling extends quality scaling to locomotives, wagons, storage tanks....
- No Crafting Surface Conditions so you make Turbo Belts in space - use with Caution.
- Rate Calculator makes it easier to find Intermediate shortages and calculate Ratios
- Recycling in Factoriopedia adds Signals to "Recycle" each item - very handy for creating a Quality Recycler Combinator mechanism.
- Renamer customize the Names of Locomotives & friends.
- Lamp Contrast adds some Options to make large Lamp grids look nicer.
- Short Railgun Turret Animation speeds up the rate-of-fire, enabling travel through dense Promethium Asteroid fields
- Spiderissmo adds an Interior to the Car/Tank/Spidertron, complete with Fish Tank. This is not even that useful of a mechanic, but it is AWESOME!
- Spidertron Patrols adds a Waypoint / Dock system... and the adorable Spiderling.
- Spidertron Weapon Loadout choose the Armament (does not affect Modded / Additional Spider types)
- Turrets Arc Limiter adds a Hotkey to restrict where Turrets can look for Enemies - or Asteroids
- Vintage Spidertron makes the Spider Legs look infinitely more Factorio. (does not affect Modded / Additional Spider types)
- Visible Planets, and Valerian's renders look better than the "AI Upscale" alternatives.
Overhaul Packs
These change Gameplay - sometimes for the worse. I do not play with any of these on a regular basis, but I have found them to be very fun. Try them and see what you think!
- Krastorio was neat, but it is advertised as not compatible with Space Age.
- Bob's Mods - Previous Discussion, now updated for 2.0/Space Age. I am not going back, for sanity.
- Pyanodon - I am not masochistic enough to try these myself
- Alien Biomes look great - but I have stopped using it since the new Planets look so nice.
More Enemies
Recipe Changes/Additions - smaller than an Overhaul, there are many others available!
Re: What are your game/mods suggetions?
Posted: Tue Apr 28, 2026 4:52 pm
by Kyralessa
nikimilky wrote: Tue Apr 28, 2026 8:10 am
oh, didn't know IR3 is for 1.1 only, I thought having 2.0 means I have all the other stuff backward compatible.
Does IR2 work with factorio 2.0?
I am not stuck on the above mods mantioned, just looking for ways to diversify the next playthrough a bit, these were just the ones poped into my mind.
Anything before IR3 won't work with 2.0.
If you use the patchset mod I linked to, you may be able to get IR3 to work with 2.0.
Re: What are your game/mods suggetions?
Posted: Tue Apr 28, 2026 5:24 pm
by aka13
Realistic Reactors is probably one of the most engaging combinator-oriented mods. I had a lot of fun.