What are "Quality of Life" mods?
Posted: Tue May 29, 2018 5:15 pm
I frequently see people misusing this term, and it bothers me. I want to give a simple rule of thumb for figuring out of a mod is "QoL" or something more:
If someone watched a replay of your game, with the UI turned off, would they see anything that couldn't be done in a vanilla game? If so, the mod you're using is not QoL.
QoL does not mean "makes the game more fun". Everyone has a different opinion about what makes the game more fun, and that's fine.
QoL mods are about streamlining the game for the player, without changing anything about the mechanics that apply in the game world, to and around the character. QoL mods don't let your character do anything they couldn't already do, or any faster than they already could. QoL mods only alter the interaction between the player and the game, not anything "inside" the game such as interactions between the character and the world.
It is not at all uncommon for a new player to a moddable game (not just Factorio) to want to play "vanilla+QoL". Those players should not be misled into adding mods that make game mechanic or game balance changes.
This is not "my" definition. This is not specific to Factorio. It was a common concept in the Morrowind modding community 10 years ago, among others. It's a common concept in the modding communities for a hundred other games today.
Here are the QoL mods I play with in most of my games, which meet the above definition:
Auto Research / Research Queue
Advanced Belt Laying
Autotrash
Bottleneck
Bullet Trails
FNEI / What's it really used for
Greedy Quickbar Filters
Helmod
about half of Picker Extended, which I wish was still separate mods
QuickItemSwap
Sensible Station Names
TrainDriver
VehicleSnap
Other mods that meet this definition would be any graphics-only mods, audio-only mods, screenshot helper mods, and a bunch more small categories.
There might be some grey area if you play with nonstandard settings. A lot of mods do something that gives you an advantage when fighting biters or biter bases. If you play with biters turned off then they might qualify as QoL in that context. There are mods that allow you to build closer to trees and cliffs, but if you play with all desert or no cliffs then those might qualify as QoL in that context. Etc.
To the guy on reddit who said Logistic Train Network is a QoL mod... You're not only not in the ballpark or the same league, you're playing a different sport.
If someone watched a replay of your game, with the UI turned off, would they see anything that couldn't be done in a vanilla game? If so, the mod you're using is not QoL.
QoL does not mean "makes the game more fun". Everyone has a different opinion about what makes the game more fun, and that's fine.
QoL mods are about streamlining the game for the player, without changing anything about the mechanics that apply in the game world, to and around the character. QoL mods don't let your character do anything they couldn't already do, or any faster than they already could. QoL mods only alter the interaction between the player and the game, not anything "inside" the game such as interactions between the character and the world.
It is not at all uncommon for a new player to a moddable game (not just Factorio) to want to play "vanilla+QoL". Those players should not be misled into adding mods that make game mechanic or game balance changes.
This is not "my" definition. This is not specific to Factorio. It was a common concept in the Morrowind modding community 10 years ago, among others. It's a common concept in the modding communities for a hundred other games today.
Here are the QoL mods I play with in most of my games, which meet the above definition:
Auto Research / Research Queue
Advanced Belt Laying
Autotrash
Bottleneck
Bullet Trails
FNEI / What's it really used for
Greedy Quickbar Filters
Helmod
about half of Picker Extended, which I wish was still separate mods
QuickItemSwap
Sensible Station Names
TrainDriver
VehicleSnap
Other mods that meet this definition would be any graphics-only mods, audio-only mods, screenshot helper mods, and a bunch more small categories.
There might be some grey area if you play with nonstandard settings. A lot of mods do something that gives you an advantage when fighting biters or biter bases. If you play with biters turned off then they might qualify as QoL in that context. There are mods that allow you to build closer to trees and cliffs, but if you play with all desert or no cliffs then those might qualify as QoL in that context. Etc.
To the guy on reddit who said Logistic Train Network is a QoL mod... You're not only not in the ballpark or the same league, you're playing a different sport.