Factorio 2'ish deprecated

by SetazeR

Modpack with features that will be implemented in Factorio 2.0 core game

Mod packs
3 months ago
1.1
2.53K
Transportation Logistics Trains Environment Mining Logistic network Circuit network Manufacturing Power Blueprints

i Mod suggestions

1 year, 29 days ago

In the mod-making channel in the official discord, there was people making Quality and High Rails

1 year, 29 days ago

Are they on mod hub yet?

1 year, 29 days ago

no, not yet. Just wanted to let you know

1 year, 29 days ago

also maybe add SE; it's the closest thing we've got to Factorio: SA

1 year, 28 days ago
(updated 1 year, 28 days ago)

no, not yet. Just wanted to let you know

Okay, I'll keep an eye out, thanks :)

also maybe add SE; it's the closest thing we've got to Factorio: SA

Naah, adding SE would be huge stretch. Most mods here are QoL stuff.

1 year, 24 days ago
1 year, 24 days ago

Here's the rail mod: https://mods.factorio.com/mod/fake-new-rails

Which does nothing of function yet :)

1 year, 20 days ago
1 year, 19 days ago

Here's quality though :)

https://mods.factorio.com/mod/janky-quality

Added :)

1 year, 13 days ago
1 year, 13 days ago

Selector combinator from #384,
https://mods.factorio.com/mod/pigo-selector-combinator

Well that was fast ^^' I'll add it bit later

1 year, 1 day ago
(updated a year ago)

(Shameless self-plug)

Remote requests to fill or remove items from FFF #380

https://mods.factorio.com/mod/remote-requests

It's a bit janky, and didn't have a lot of play time so it can be buggy, but it generally works.

11 months ago

(Shameless self-plug)

Shamelss self plug shamelessly approved

11 months ago

(Shameless self-plug)

Shamelss self plug shamelessly approved
Shameless self plug shamelessly approved shamelessly seen

[deleted message]
[deleted message]
11 months ago

ok apparently I can't quote messages well

11 months ago

From the image FFF-380, seems like you also should add the Redo mod. I'm waiting in anticipation for the FFF that announces it, seems like it is still an easter egg that no one else has noticed yet :P

11 months ago

According to https://factorio.com/blog/post/fff-386
"We also wanted some partial craters which would mean even more special collision rules"

Suggestion: https://mods.factorio.com/mod/better-cliff-hitboxes

11 months ago

https://factorio.com/blog/post/fff-388 i think the following mods should be added:
Smart number format -> no mod found
Max range indicator -> https://mods.factorio.com/mod/show-max-underground-distance
Chart tags improvements -> no mod found
Save sorting -> no mod found
Manual lamp colors -> https://mods.factorio.com/mod/rgb-default-lamps && https://mods.factorio.com/mod/CustomColor
Color of robots on the map -> no mod found
Smarter deconstruction planner + force building -> no additional mod found

I am no export on mods so i could have mised some!

11 months ago

Thanks for the suggestions!

11 months ago

https://mods.factorio.com/mod/TrainGroups
sould be a nice addition following FFF389

11 months ago

https://mods.factorio.com/mod/TrainGroups
sould be a nice addition following FFF389

yep, was omw to add it

11 months ago
(updated 11 months ago)

Auto color based on destination

https://mods.factorio.com/mod/Automatic_Train_Painter

Hmm okay, not really on second thought. Is based on destination not train content. Disregard me.

11 months ago

Maybe also this mod which "mimics" the interrupts :)

https://mods.factorio.com/mod/Train_Control_Signals

11 months ago
(updated 11 months ago)

The last 2 mods added are listed under 388 not 389. the link is ok just number being last Friday one.
https://cdn.discordapp.com/attachments/697564089907675219/1185421707083792434/image.png?

10 months ago
(updated 10 months ago)

Haven't tested if it's exactly as 392, but take a look at https://mods.factorio.com/mod/blueprint-variables

10 months ago

The last 2 mods added are listed under 388 not 389. the link is ok just number being last Friday one.
https://cdn.discordapp.com/attachments/697564089907675219/1185421707083792434/image.png?

Whoops, thanks!

Haven't tested if it's exactly as 392, but take a look at https://mods.factorio.com/mod/blueprint-variables

Thanks, will check out

10 months ago

FFF-393 is essentially Deadlock's stacking beltboxes but in inserter form and less clunky.

https://factorio.com/blog/post/fff-393
https://mods.factorio.com/mod/deadlock-beltboxes-loaders

10 months ago
10 months ago

FFF-393 is essentially Deadlock's stacking beltboxes but in inserter form and less clunky.

https://factorio.com/blog/post/fff-393
https://mods.factorio.com/mod/deadlock-beltboxes-loaders
Or Zaflis' simple compress
https://mods.factorio.com/mod/SimpleCompress

Added both :)

10 months ago

FFF-393 also mentioned this: "Hrusa had the idea to randomize the colors of items on belts". This is kind of like what's in https://mods.factorio.com/mod/rp_item_anarchy

10 months ago

FFF-393 also mentioned this: "Hrusa had the idea to randomize the colors of items on belts". This is kind of like what's in https://mods.factorio.com/mod/rp_item_anarchy

Nah, doesn't look appropriate to me

10 months ago
10 months ago

fluid_permutations + Kux-BlueprintExtensions — I got an exception, maybe because I enable simple mode in the fluid_permutations

GDIW + Kux-BlueprintExtensions — works

10 months ago

fluid_permutations + Kux-BlueprintExtensions — I got an exception, maybe because I enable simple mode in the fluid_permutations

welp, got no exceptions so don't know what you had, also if it's exclusively these two mods - better tell original authors, not me

10 months ago

if we talking about "mirror feature" in factorio 2.0, than GDIW is a better fit,
because it just 4 permutation (input LR RL, output LR RL), but the fluid_permutations enable all permutations in the default settings

10 months ago

if we talking about "mirror feature" in factorio 2.0, than GDIW is a better fit,

you do you. this modpack never intended to follow 2.0 precisely, hence 2ish

10 months ago
(updated 10 months ago)

Recently saw this one: https://mods.factorio.com/mod/FilterInsertersBegone
It might not be ready yet, though (see the mod's discussions)

10 months ago

SetazeR is the creator of that mod

10 months ago

Recently saw this one: https://mods.factorio.com/mod/FilterInsertersBegone
It might not be ready yet, though (see the mod's discussions)

You are funny :D

9 months ago

Successfully acquired

Cool :)

9 months ago

Parametrerized Blueprint is closer to 2.0 than blueprint variable

https://mods.factorio.com/mod/parameterized-blueprints

9 months ago

I guess the Factoripedia blog post means Factorio 2’ish should include Recipe Book.
https://mods.factorio.com/mod/RecipeBook

9 months ago
(updated 9 months ago)

The mod ‘Rapid Belts’ was released last month. It adds the green belt (and underground and splitter) from 2.0, with a speed of 60/s and underground distance of 11. It doesn’t add anything else except the research to unlock it. The colour of the belt is also closer to the new 2.0 belt than Advanced Belts’s tier 4 belt.

https://mods.factorio.com/mod/rapid-beltsv1

Perhaps that could replace Advanced Belts in this modpack. I tested it out in the map editor, and it worked as you’d expect.

9 months ago
(updated 9 months ago)

Parametrerized Blueprint
factoripedia
rapid-beltsv1

included in 0.398.1, also included setting to remove uranium from rapid belts' recipes as it was main reason why I didn't add it in first place

6 months ago

FFF-405 "Whole belt reader": https://mods.factorio.com/mod/bloodbelt

3 months ago

https://forums.factorio.com/viewtopic.php?p=615587#p615587 indicates this mod is graduating in 2.0
good call, will add later

2 months ago

FFF-426 Recipe crafting throughput

https://mods.factorio.com/mod/assembler-craft-rates

Or one of the similar mods

2 months ago

thanks for adding my mod. i am proud that my mod will actually be used by someone :)

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