Modpack with features that will be implemented in Factorio 2.0 core game
Collections of mods with tweaks to make them work together.
Transportation of the player, be it vehicles or teleporters.
Augmented or new ways of transporting materials - belts, inserters, pipes!
Trains are great, but what if they could do even more?
Map generation and terrain modification.
New Ores and resources as well as machines.
Related to roboports and logistic robots.
Entities which interact with the circuit network.
Furnaces, assembling machines, production chains.
Changes to power production and distribution.
Change blueprint behavior.
In the mod-making channel in the official discord, there was people making Quality and High Rails
Are they on mod hub yet?
no, not yet. Just wanted to let you know
also maybe add SE; it's the closest thing we've got to Factorio: SA
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.
Here's the rail mod: https://mods.factorio.com/mod/fake-new-rails
Here's the rail mod: https://mods.factorio.com/mod/fake-new-rails
Which does nothing of function yet :)
Here's quality though :)
Here's quality though :)
Added :)
Selector combinator from #384,
https://mods.factorio.com/mod/pigo-selector-combinator
Selector combinator from #384,
https://mods.factorio.com/mod/pigo-selector-combinator
Well that was fast ^^' I'll add it bit later
(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.
(Shameless self-plug)
Shamelss self plug shamelessly approved
(Shameless self-plug)
Shamelss self plug shamelessly approved
Shameless self plug shamelessly approved shamelessly seen
ok apparently I can't quote messages well
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
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!
Thanks for the suggestions!
https://mods.factorio.com/mod/TrainGroups
sould be a nice addition following FFF389
https://mods.factorio.com/mod/TrainGroups
sould be a nice addition following FFF389
yep, was omw to add it
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.
Maybe also this mod which "mimics" the interrupts :)
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?
Haven't tested if it's exactly as 392, but take a look at https://mods.factorio.com/mod/blueprint-variables
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
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
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 :)
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
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
For FFF-393:
maybe: https://mods.factorio.com/mod/MoveFullStacks ?
for FFF-394
- https://mods.factorio.com/mod/crafting_combinator_xeraph - set recipe assembling machine
- https://mods.factorio.com/mod/fluid_permutations - rotated fluid output
fluid_permutations + Kux-BlueprintExtensions — I got an exception, maybe because I enable simple mode in the fluid_permutations
GDIW + Kux-BlueprintExtensions — works
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
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
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
Recently saw this one: https://mods.factorio.com/mod/FilterInsertersBegone
It might not be ready yet, though (see the mod's discussions)
SetazeR is the creator of that mod
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
FFF 395: https://mods.factorio.com/mod/DoRobotsBuildAutomaticTrains
My mod :D
FFF 395: https://mods.factorio.com/mod/TrainStatusIcons
FFF 395: https://mods.factorio.com/mod/DoRobotsBuildAutomaticTrains
Successfully acquired
Successfully acquired
Cool :)
Parametrerized Blueprint is closer to 2.0 than blueprint variable
I guess the Factoripedia blog post means Factorio 2’ish should include Recipe Book.
https://mods.factorio.com/mod/RecipeBook
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.
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
FFF-402: https://mods.factorio.com/mod/reconnect-cut-wires
FFF-402: https://mods.factorio.com/mod/fff-402-radars
included in 0.402.1
FFF-405 "Whole belt reader": https://mods.factorio.com/mod/bloodbelt
https://forums.factorio.com/viewtopic.php?p=615587#p615587 indicates this mod is graduating in 2.0:
https://forums.factorio.com/viewtopic.php?p=615587#p615587 indicates this mod is graduating in 2.0
good call, will add later
FFF-426 Recipe crafting throughput
https://mods.factorio.com/mod/assembler-craft-rates
Or one of the similar mods
FFF-426 Recipe crafting throughput
Also https://mods.factorio.com/mod/dqol-resource-monitor and perhaps https://mods.factorio.com/mod/resource-finder
thanks for adding my mod. i am proud that my mod will actually be used by someone :)
FFF #428 partly https://mods.factorio.com/mod/Reactor%20Interface ?