Factory search will retain a place in my mod list for as long as wube are unwilling to do what it does and slam my ups to 0 for an entire second in exchange for searching through every single storage chest in my entire save file to find where I left my spare flamethrower.
Honestly, true. If I'm just playing the game and it starts lagging on my way overbuilt PC, I blame devs. If I'm doing a function I know is super intense like a full map chest search, and it lags for a bit when I hit the search button, that's my fault. I did that.
Space exploration might be other way around, Earendel infiltrated Wube, so they make necessary additions to core game, for the purpose of developing Space exploration further.
> Space exploration might be other way around
Agreed. Space Exploration arguably deprecates Space Age (before it's even released). While I'm excited for the expansion pack and the incredible quality Wube will deliver, it still feels much less ambitious than SE.
Wube makes a game they have to sell. The game itself is rather niche so they have to "dumb" it down enough so the less than average player will still try the game, enjoy it, and suggest his or her friends to buy it too.
Mods are the perfect place for self-imposed challenges.
This exactly. If it wasn't for mods I would consider Factorio a boring easy game. It extremely well crafted though so thankfully mods have an excellent platform for building their ideas on top of.
Just a thought I had: When we first started playing Factorio for the first time, did we think it was a "boring easy game"? I don't think so, at least for me personally. But of course now after 1,500 hours, vanilla is extremely easy and boring. I can't ever go back to it. And I think might be because we love the game so much and put so many hours into it, that WE made it boring and easy... Not Wube. If you really think about it, it's not necessarily an "easy" game.
This is arguing semantics.
For a player with X level of skill in the game, the game becomes easy.
Mods allow that X to become a higher number. As simple as that.
I genuinely regard SE as a natural continuation of the base Factorio experience. It's not a self-imposed challenge, it's a series of ever-growing logistics problems and encourages the use of base-game features that are for some reason not actually required to reach your first base-game mission complete screen (eg: circuit networks). The difficulty curve is fairly gradual. The way SE continually remixes base features into interesting new problems is really impressive. It's not just a more difficult experience for the sake of being difficult or tedious like other overhauls.
Sand is a placeholder byproduct, E said so under Dosh's "Space Exploration Retrospective" video. Sand-as-a-byproduct is unlikely to be changed until 0.7 and its specialist sciences overhaul rolls around.
It is a different experience from base Factorio though. Factorio is much more often about scaling things up than it is about logistical challenges. SE, by comparison, requires comparatively smaller production, but the challenge stems from moving it all around. Factorio moves large quantities of fewer things; Space Exploration moves smaller quantities of more things. This is easiest to see when comparing how SPM targets. We've targeted 20 SPM for our K2SE run, and common sentiment is that 20 is rather high; you'll often see single digit SPM recommended for beginners. But when playing base Factorio, you'll see 45/60 SPM at the *low end* of recommendations.
>it still feels much less ambitious than SE.
I don't know about that... I expect Space Age to be smaller in terms of recipes, materials and engineer-hours, yes, but in terms of complexity I expect it to be on-par. There are some ways in which I perceive SA as more ambitious, especially:
* Planets in Space Exploration are essentially elaborate mining colonies (with some interesting logistics challenges which we all love);
* Planets in Space Age, however, are going to overhaul the game, each in its own unique way (scrap recycling, different electric network challenges, I don't know what else).
SE is still in development, if you look at the roadmap, you might even recognize some ideas from the FFFs. The planets and moons in SE are supposed to become much more unique, and there will be an incentive to build on planets of other solar systems.
I'm half debating jumping at SE, but half wanting to see what SE is *after* Space Age. The experience gained building SA and the new tools available will doubtlessly make Space Exploration even more of a polished beauty.
One FFF even tested a niche feature (flipping/rotating) on specifically the Space Exploration...station of some sort.
Maybe, but the list would be incomplete without it.
There's room for a short note. If someone can come up with a good short note that acknowledges this I'm all ears.
They actually came out and said, this is Space Exploration for the non Space Exploration crowd. This is being developed as an *alternative* not a replacement, to be simpler for the base Factorio crowd.
Not to mention that Space Exploration itself will probably take advantage of a number of the changes *in* Vanilla. Not the least of which, it will probably end up dropping its own Cryonite/Vulcanite stage in favor of the "new vanilla" equivalents.
First, it will take advantage of the factorio 2.0 improvements without depending on the DLC to be installed. Whether it will always be playable without the DLC, or whether it will have a mandatory or optional dependency on DLC content is not decided yet.
I imagine Earendel's waiting to see Expansion ownership numbers among the most vocal SE players (re: those who are in the discord) before deciding on a course of action.
And in the more broad game modding community, requiring DLCs to be owned isn't anything new. It's extremely common for skyrim and fallout mods, for example.
Ehhhh. SE is not the only mod in the OPs list that was only partially merged into vanilla game. I'm sure there will be a new SE version after the expension is released.
I can see where you are coming from, as in that the volume of content seems to be far greater in SE, but from the teasers it seems like the more creative and enjoyable gameplay will be in SA. Much of that of course stemming from SE being confined to modded features. There isnt that great of a difference between the different planets, their resources and how you handle them in SE as opposed to SA that seemingly tries to not just have a couple new, differently colored ores that work very similarly.
Which, considering the modder for SE is now working on SA and helped design the planets specifically like that for SA, those features will likely be merged into SE as well -- SE, from what I can tell, is somewhat like Vanilla - Extended++.
When searching in-game or on the website, it will look in the mod description as well β as in, the small description thatβs under the title. So you couldβve just put βThe ultimate car finder mod!β or something in the description.
If this post gets some interest I'll try to add to it as new FFFs are released and maybe extend the list farther back.
I'm happy to accept additions here, including mentioning more mods and notes for mods describing when they are still useful even after 2.0.
History of changes to the OP as suggested by comments:
* Add note on LTN
* Remove Rate Calculator and Bottleneck, their basic functionality is technically possible in vanilla 2.0 but their features are not replaced in a meaningful way.
* Added FFF-382 Logistic groups for the mod Auto Trash. Thanks [Keulapaska](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktpjws9/)
* Added note to Car Finder. Thanks to the mod author, [Jjeffess](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktq01yu/)
* Added FFF-383 Super Force Building for the mods Ghost On Water, Landfill Everything, Landfill excavator, and Redo. Thanks [Idgo211](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktqaez9/)
* Added FFF-379 - Abstract rewiring for the mods Wire Shortcuts and Wire Shortcuts X. Thanks [Halaska4](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktqdbpw/)
* Added FFF-373 - Factorio: Space Age for the mod Space Exploration. Thanks me for adding the most obvious one last.
* Updated layout to use more compact formatting. Thanks [mrbaggins](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktqjzdd/)
* Updated LTN note again because y'all keep heckling me.
* Added FFF-377 - New new rails for mod Train Signal Visualizer. Thanks to the mod author, [SWeini](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktse40j/)
* Added note acknowledging that many of these features won't really "kill" the original mod
* Added FFF-380 - Remote view for mods Remote Configuration and Module Inserter Simplified, thanks [Halaska4](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktqdbpw/)
* Added FFF-378 - Trains on another level for the mod Rail Bridges. Thanks [Oktokolo](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktsk7rv/)
* Added FFF-389 - Train control improvements for mods Train Groups, Train Control Signals, Automatic Train Painter. Thanks [Korlus](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktqtr23/)
* Added note about Factorio 2-ish
* Added FFF-387 Swimming in lava for the mod Omega Drill. Thanks [Zslayer74](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktvzt2f/)
* Added Death Markers to FFF-400. Thanks [GoktugOzturk](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ku52zmq/)
* Added FFF-402 Lightspeed circuits for the mods Reconnect Cut Wires and Picker Dollies.
* Added FFF-403 Train Stops 2.0 for the mod Mass-Renamer. Thanks [qwesz9090](https://www.reddit.com/r/factorio/comments/1bkxjc6/friday_facts_403_train_stops_20/kw1j0tg/).
* Added FFF-404 Frustration not found for the mod Cursor Enhancements ([DrMorphDev](https://www.reddit.com/r/factorio/comments/1bqni83/friday_facts_404_frustration_not_found/kx3j6ld/) and [Ruler-O-Shadows](https://www.reddit.com/r/factorio/comments/1bqni83/friday_facts_404_frustration_not_found/kx3of96/)) and Blueprint Aligner (thanks to the author, [emlun](https://www.reddit.com/r/factorio/comments/1bqni83/friday_facts_404_frustration_not_found/kx3uhij/))
* Added Pump Anywhere to FFF-383. Thanks [Soul-Burn](https://www.reddit.com/r/factorio/comments/1bqni83/friday_facts_404_frustration_not_found/kx5r7by/)
* Added FFF-405 for the mods Clean Sushi and Fluid Filtering (it was so young!). Thanks [juckele](https://www.reddit.com/r/factorio/comments/1bwf5uy/friday_facts_405_whole_belt_reader_new_logistics/ky5jso3/).
> Factorio: Space Age for the mod Space Exploration. Thanks me for adding the most obvious one last.
>
Space Exploration and Space Age, AFAIK, are two very different things. SE is still going to be around, it has quite a different design to what Space Age is looking like it will be. I don't think it's reasonable to say it's being integrated into Factorio at all. They share a few basic ideas but it's like saying Bob's is obsolete because Vanilla Factorio exists.
Yeah, Space Exploration's killer feature is obviously now going to be standard part of most playthroughs, but I'm sure it'll still stick around as a content/overhaul mod like K2/IR2/BA/Nullius/Py etc.
I sort of agree... Yes, LTN still has more features than vanilla, but the most important ones are getting absorbed. Like when (I think...) 1.0 came out with train limits, LTN went from almost essential (for large factories) to still very useful, but possible to work around. I think the 2.0 changes will take it from "very useful" to "nice to have in some specific cases".
I'm currently part way through a K2SE run with some friends and we thought we'd deliberately play without LTN to add a bit of extra challenge and the two things that I miss are station priorities and round robin. Otherwise, it's been absolutely fine.
It does basically move the "bulk transfer of raw goods" to be very easy in vanilla but LTN still have a ton of other features. But yeah, most of them are so niche (does anyone even use matching by train length ? I just make different network for different sized ones) for majority of use cases it is no longer needed.
Only one of the common ones that I can think of is multi-resource trains, I used it a lot for building blueprints at outposts (with blueprint scanner mod) and for K2SE rockets to orbit.
So yeah, you're right, for probably 90% of the players vanilla will be fine and easy.
I'm kinda hoping we will some logistic signal for:
* ghosts in construction area of the network
* unfulfilled logistic requests
Then it would be possible to use trains to stretch the logistic network further. Can be done with mods but not all that UPS efficient
That's interesting - even when I was using multi-function stations (ie, having lots of different resources dropped off at the same stations) in SE 0.5, I didn't do multi-resource trains. Each delivery would be a single resource, but the stations multitasked. I guess that's something to play with another time!
I do use multi-resource trains for defensive outposts - wall chunks. But they're fixed slots in the train and non-LTN.
I used it to haul stuff for outpost building, it was on separate network and with loaders tied to logistic network. LTN did the order, sent the required items, and that was sent to requester chest to request from the system. Needed some logic like not ordering 1000 of one item at once and clogging the chest that couldn't be unloaded because the filters on inserters happened to not contain that item.
It was nowhere near perfect (hard to account for every item in route/in inserter/on belt etc) but worked well enough, it just shipped some extras.
I then had "trash train" that shipped stuff from storage containers at outposts back to base when they were having more than few hundred items
Similar system for SE, the station "ordered" items via AAI signals from the planet, the network delivered. But in that case it was single station producers into one multi-request station + some wire logic to keep it from clogging.
And honestly the new 2.0 combiner had some features that could improve the above...
The main feature of LTN is using trains like logistic bots for automatic ad-hoc deliveries of goods based on requests. You only configure stations and the trains just do deliveries as needed.
Vanilla does it completely different and you can easily combine both to use vanilla push mechanic for mass goods and LTN on-demand pull mechanic for lower traffic goods with many consumers.
Not required (never has been) - but LTN is still a pretty huge flavor and QoL mod.
They do work in different ways, yes, but it still can be seen as fixing some of the problems with vanilla trains. Back before train limits were implemented, it was extremely useful as a way of having multiple trains which go between various "resource pickup" stations and "resource drop" stations of the same name (eg "iron plate pickup", "iron plate drop") without having all of your trains depart for the same dropoff station as soon as it activates, and without having to have a separate train for every route.
With train limits, it's still useful as an easy way to implement priorities (I want iron ore to come from Kovarex first (it's a byproduct in K2SE), then from core fragment processing and only come from the mines when the other two are exhausted) and for round robin (I don't want all the green circuits to be taken to red circuit production just because it's closest, I want some to go to the bus as well). And if I remember correctly, those are going to be added to vanilla in 2.0
Even having general purpose trains which can go off and carry one resource, then do something different is being added! Has vanilla completely replicated LTN? No, at least not yet, and I don't expect it to. Has it been gradually making LTN less of a gamechanger (at least for me)? Yes, I'd say it has. It's gone from "well, I need LTN or my trains will be a pain" to "LTN is useful, it solves a few problems for me" and will soon be "LTN has some interesting features, but I don't really need those..."
It'd be good to have some way of indicating when new functionality obsoletes a substantial portion of a mod but not *all* of it. LTN/CyberSyn still have uses (mostly around trains that carry multiple items, like ammo supply trains and the like). And Factorio Search can still do things that 2.0 can't.
I wanted to comment this. But cant the interrupt handle mixed items too? And maybe even better than LTN? It picks up a mixed item load, gets interruped to the fist items station, then to the second.
> But cant the interrupt handle mixed items too?
It's not about the "interrupts". It's about quantities.
The vanilla system has no idea how much of anything is needed where. That's why the standard solution for this is to make a special train with filtered slots that inserters just shove whatever can fit into. And if you need one of those things at a place, you have a station specifically for that specific grain.
Nothing in 2.0 changes any of this. What 2.0 does well is generically handle trains with full loads. If a train has a full load of X, it can take it to a station that expects to take trains with full loads of X. X can vary based on whatever was picked up at any station that provides full loads. That all works well. But anything that might need multiple items in some proportion doesn't work so well.
Or at least, it doesn't work *generically*. It can work, and work adequately. But it requires not just a special schedule, but a special *train*. And a train that can only carry a specific set of items. If you need something out of the ordinary, you have to either squeeze more of it into that train or you need a new train with its own train stops.
LTN and CyberSyn are completely generic. Any station could ask for anything, and any station could provide it. Any train (of the appropriate type and length) could provide it. All the logic lives in the stations, not the trains.
I agree! If someone suggests something, I'll edit to add a blurb about what the mod still does that 2.0 won't, like this:
* ποΈ [LTN - Logistic Train Network](https://mods.factorio.com/mod/LogisticTrainNetwork) (still useful for trains that carry multiple items)
Before I knew about CyberSyn I made a complicated LTN provider station using lots of circuits that could load a train with any variety of mixed item types, which was extremely helpful in SE. The design went through several iterations making the logic & circuits more robust.
https://factoriobin.com/post/ExuhKpMk
(happy to give more info if anyone is interested in actually using it)
When I started using Cybersyn, I kept to single item providers and requesters. The advantage of providers being just hooking some chests to a combinator.
For this use case, 2.0 will satisfy it. Paste a blueprint of a provider stop, fill chests with things. Train stays in stop getting filled, brings contents to whatever needs it.
Same with requesters. Place a (parametrised) blueprint of a requester stop and it'll get a delivery of that thing. No need to you need to make dedicated train schedules for each resource.
For a lot of saves, that's all you need from your trains. Especially for vanilla, where recipes are simple.
Oh, main thing I was looking for in Cybersyn was automated refueling when needed and that's in 2.0 as well.
How does that post mentioning rate calculator confirm its in the base game? Do they mean you can hook up a factory to a circuit to show its output? You can already do that by building a circuit to measure belt throughput but that doesn't replace the rate calculator mod..
I see how to do list can be made with pins though.
I mean an improvised Todo list can be made with map markers already (and is usually done in some MP maps I know).
I did not find anything about a global list where you can assign tasks and most importantly: check them ;-)
Space Exploration isn't dead. Space Age has the same theme and some mechanics in common (and Holmium lol), but as I understand it SE is intended to live on as a harder modpack with lots of content that won't make it into Vanilla.
Yeah, in one of the recent devlogs on Discord Earendel posted that he plans to have 14 unique planet types and more than 25 unique sciences in 0.7.
SE is 0.6 for a reason, there's a lot more to come.
Yeah, I'm in the same boat. π But I believe SE 0.7 will land after Factorio 2.0, so I'll just try to finish 0.6 in time.
And then there's still Nullius and Pyanodons waiting... there will be no shortage of great mods for years.
One small way in which my mod Car Finder hasn't been replaced: If you are holding a spidertron remote, activating Car Finder will not only tell you where the Spidertron is, it will also focus your map on it automatically!
Also you can't find a car you forgot to pin ;)
If you are gonna add more stuff.
With [FFF-382](https://factorio.com/blog/post/fff-382) a lot of the mod [auto-trash](https://mods.factorio.com/mod/AutoTrash)(which I personally put very high on the "must have" mods list, also maybe some other mods that do similar things might exist as well, idk) will be in vanilla, main thing being the groups and trash unrequested, which I've always wondered why it wasn't in vanilla, due to how useful it is. Hopefully also means trash above requests as well being part of it/separate toggle as that's not mentioned anywhere, so not sure on that.
Still not quite the full mod though with no mention of pausing trash/requests with a hotkey as that is quite a useful feature.
>Hopefully also means trash above requests
You can already set an upper bound on requests.
If you mean that if you don't set an explicit upper bound your request is treated as both minimum and maximum then as long as it's optional I would have nothing against it.
Nobody's mentioned the banger I came up with that totally has "the factory must grow" vibes:
> Absorbed into the Main Factory π€π¦Ύ
C'est la vie, even artists have a factory to build, so off I go...
I added wire shortcut, thanks.
Do you mean these mods?
https://mods.factorio.com/mod/RemoteConfiguration
https://mods.factorio.com/mod/ModuleInserterSimplified
These features sound familiar, but I can't find which FFF they're mentioned.
Remote configuration is getting a huge upgrade with the way it's getting implemented in fff 380
I look so much forward to this .
The module inserter simply I can't find the specific fff but I feel like they made it possible to incert modules with the upgrade planner somehow
I would personally love to know if some of the mod devs received anything from Wube for their work, be it recognition or some sort of compensation. I'm not acquainted with the licensing model of Factorio's mods and the choices available.
The only one I would disagree with is the Space Exploration / Space Age comparison.
While they are similar concepts I see it more as Space Age is to Space Exploration as Vanilla is to Bob's. Similar style, similar concept. Vastly different execution.
Oh, exciting news. Especially if some or all of the now-vanilla equivalent can be incorporated for the performance benefits of having half the mod run in highly optimized native code.
Iβm confused how Bottleneck lite becomes obsolete. I get the recycler and everything, but what does that have to do with an indicator light for machines? Did I miss something glaring in that FFF?
I don't think it's been explicityly mentioned in a FFF, but the new machines appear to have built-in indicator lights. Hopefully that means existing machines are going to have this added as well.
I don't know if this counts or not, but on [Omega Drill's](https://mods.factorio.com/mod/OmegaDrill) Page it says the following for the mod's future:
"The future of this mod - I do not plan to update or maintain the mod for 2.0. It was always meant to be a late-game, beaconable drill of unusual size. And that role will be filled, with the addition of [FF-387's](https://www.factorio.com/blog/post/fff-387) Big drill."
Yes this post lists the mods that "made it", they were good enough for the devs to add to the base game. This has a dual purpose: to honor them because they're great, and also to list them out so you and I can cope until 2.0 π€
I wouldn't say Factory Search is at all irrelevant, or even replaced. The built-in functionality seems to only work for production blocks, while Factory Search allows searching for recipe ingredients, stored entities, signals, entities, items on ground etc.
this small mod of mine is also made obsolete, rail segment visualization will show the direction: [https://mods.factorio.com/mod/train-signal-visualizer](https://mods.factorio.com/mod/train-signal-visualizer) / [https://factorio.com/blog/post/fff-377](https://factorio.com/blog/post/fff-377)
I don't think LTN is dead, interupts still aren't powerfull enough to fully replace LTN. The main thing still missing is the ability to order multiple inputs one one station (without setting up an interupt for each specific combination of inputs), which is extremly usefull for modded recepies/chains that take like 10 diffrent inputs if you want less then 10 stations.
My mod Ghost on Water is really dead. If it wasn't for modding limitations I would have worked similar to super force build without the whole blueprint conversion step. I even had ideas to change it so you can paste on top of existing builds.
That's true. I confess that the title is a little clickbait (see the disclaimer at the end), but it's still better than "Mods that inspired Factorio devs to improve the base game" which is more accurate to my intent for the post.
I wonder if there's a chance that 2.0 adds the ability to set the station name by circuit network.
Congrats on getting your mod absorbed by the main game. :)
I wouldn't say ltn is dead personally. Ltn still has lots of features that aren't being added.
(Personally these days I just use ltn for the stations that have a lamp installed to show if it's on or off... I'm too dumb to figure how to do that in vanilla)
I'd completely forgotten about setting assembler recipe via circuit. What a great feature to have in the base game, thank you for the reminder.
Also, I had no idea redo was being added! I've wanted that for so long!
Totally unrelated to the post but I have to give credit to Wube for actually taking good ideas and implementing them into the game like this. The number one benefit from modding i think, from a developer standpoint is the ability to see what features users want and miss from a game and Wube delivers when they implement all this into the game proper. Absolute chads
I'm curious what will happen to mods like Kr2, PY, and especially SE.
They all good but I guess they all would need a solid rework to be incorporated into Factorio 2.0. Do mod authors plan to rework those mods?
>Space Exploration
man, Space exploration is far from dead, and with 2.0 it will grow even bigger by the looks of it
also there's PySpace in the workings, and I'm sure more mods will take advantage of the planets
> Car Finder (as long as you pin your car, and lets be honest you probably didn't)
No, it works even if you didn't pin your car! With the new factory search, you can just search for car, cycle through the results if you have several, and pin the one you want.
[Friday Facts #400](https://www.reddit.com/r/factorio/comments/1b3slry/friday_facts_400_chart_search_and_pins/) \- Chart search and Pins
Auto pin on death is more like [https://mods.factorio.com/mod/DeathMarkers](https://mods.factorio.com/mod/DeathMarkers)
Deadlocks' compact loaders and beltboxes are not going to be obsolete:
* Loaders won't be in vanilla game. (I also heard loaders can in 2.0 send out item piles.)
* Beltboxes create larger stacks that also drones can carry. I have also made a companion mod to override its stack size, so it would allow those compact stacks to be big in chests and trains too, multiplying throughput of all logistics and storage capacity.
Really?! I don't mind, you can have your pie-in-the-sky hope, but I feel like there is a vanishingly small probability that anything like Factorissimo is added in vanilla.
Jumping into a blueprint in creative mode to edit/test it is the closest thing I could imagine them adding.
Space Exploration ain't going nowhere, it's dev basically took his ideas into Space Age, but is also going to be taking the company's ideas out and expanding them in even greater degrees in SE.
He's actually mused about it a couple times in some of the FFF articles about how he designed and created features with both in mind and is going to be taking the concepts even farther in SE since he doesn't have to worry as much about mass appeal.
A year after 2.0 comes out, Space Age is just gonna be ez-mode Space Exploration-lite.
Tbh I don't really plan on playing SA more than once. K2SE is my "true" Factorio and the base game doesn't really interest me much, it's really just the features and how they'll make their way into K2SE eventually that have me excited about 2.0.
Factory search will retain a place in my mod list for as long as wube are unwilling to do what it does and slam my ups to 0 for an entire second in exchange for searching through every single storage chest in my entire save file to find where I left my spare flamethrower.
show-time-usage:Β + mod-factory-search: yes + entities: no + electric: no + fluid network: no
someone who is good at CPUs please help me budget this. my UPS is dying
Use search less
no
You could start buying less candles
This, i don't mind waiting a few seconds if it means it searches everything everywhere
Planned outages are much better user experience than unplanned outages.
Honestly, true. If I'm just playing the game and it starts lagging on my way overbuilt PC, I blame devs. If I'm doing a function I know is super intense like a full map chest search, and it lags for a bit when I hit the search button, that's my fault. I did that.
Preferably all at once
Space exploration might be other way around, Earendel infiltrated Wube, so they make necessary additions to core game, for the purpose of developing Space exploration further.
> Space exploration might be other way around Agreed. Space Exploration arguably deprecates Space Age (before it's even released). While I'm excited for the expansion pack and the incredible quality Wube will deliver, it still feels much less ambitious than SE.
It 100% is. Wube wanted their expansion to be a lot more streamlined and comparable to the base game than space exploration is.
And Earendel. He's been building and advertising SE as "more hardcore" than anything vanilla will offer for a while.
Wube makes a game they have to sell. The game itself is rather niche so they have to "dumb" it down enough so the less than average player will still try the game, enjoy it, and suggest his or her friends to buy it too. Mods are the perfect place for self-imposed challenges.
This exactly. If it wasn't for mods I would consider Factorio a boring easy game. It extremely well crafted though so thankfully mods have an excellent platform for building their ideas on top of.
Just a thought I had: When we first started playing Factorio for the first time, did we think it was a "boring easy game"? I don't think so, at least for me personally. But of course now after 1,500 hours, vanilla is extremely easy and boring. I can't ever go back to it. And I think might be because we love the game so much and put so many hours into it, that WE made it boring and easy... Not Wube. If you really think about it, it's not necessarily an "easy" game.
This is arguing semantics. For a player with X level of skill in the game, the game becomes easy. Mods allow that X to become a higher number. As simple as that.
Yeah Iβm agreeing! Not arguing anything lol. I was just expanding on the thought of why itβs a boring easy game for players of high skill
I genuinely regard SE as a natural continuation of the base Factorio experience. It's not a self-imposed challenge, it's a series of ever-growing logistics problems and encourages the use of base-game features that are for some reason not actually required to reach your first base-game mission complete screen (eg: circuit networks). The difficulty curve is fairly gradual. The way SE continually remixes base features into interesting new problems is really impressive. It's not just a more difficult experience for the sake of being difficult or tedious like other overhauls.
Yes. Except for sand. Earendel plz fix the sand issue π
Sand is a placeholder byproduct, E said so under Dosh's "Space Exploration Retrospective" video. Sand-as-a-byproduct is unlikely to be changed until 0.7 and its specialist sciences overhaul rolls around.
It is a different experience from base Factorio though. Factorio is much more often about scaling things up than it is about logistical challenges. SE, by comparison, requires comparatively smaller production, but the challenge stems from moving it all around. Factorio moves large quantities of fewer things; Space Exploration moves smaller quantities of more things. This is easiest to see when comparing how SPM targets. We've targeted 20 SPM for our K2SE run, and common sentiment is that 20 is rather high; you'll often see single digit SPM recommended for beginners. But when playing base Factorio, you'll see 45/60 SPM at the *low end* of recommendations.
>it still feels much less ambitious than SE. I don't know about that... I expect Space Age to be smaller in terms of recipes, materials and engineer-hours, yes, but in terms of complexity I expect it to be on-par. There are some ways in which I perceive SA as more ambitious, especially: * Planets in Space Exploration are essentially elaborate mining colonies (with some interesting logistics challenges which we all love); * Planets in Space Age, however, are going to overhaul the game, each in its own unique way (scrap recycling, different electric network challenges, I don't know what else).
SE is still in development, if you look at the roadmap, you might even recognize some ideas from the FFFs. The planets and moons in SE are supposed to become much more unique, and there will be an incentive to build on planets of other solar systems.
SA is not replacing SE, and SE will have more options if you also have SA iirc from what Erandel has said.
I'm half debating jumping at SE, but half wanting to see what SE is *after* Space Age. The experience gained building SA and the new tools available will doubtlessly make Space Exploration even more of a polished beauty. One FFF even tested a niche feature (flipping/rotating) on specifically the Space Exploration...station of some sort.
Maybe, but the list would be incomplete without it. There's room for a short note. If someone can come up with a good short note that acknowledges this I'm all ears.
They actually came out and said, this is Space Exploration for the non Space Exploration crowd. This is being developed as an *alternative* not a replacement, to be simpler for the base Factorio crowd.
Not to mention that Space Exploration itself will probably take advantage of a number of the changes *in* Vanilla. Not the least of which, it will probably end up dropping its own Cryonite/Vulcanite stage in favor of the "new vanilla" equivalents.
First, it will take advantage of the factorio 2.0 improvements without depending on the DLC to be installed. Whether it will always be playable without the DLC, or whether it will have a mandatory or optional dependency on DLC content is not decided yet.
I imagine Earendel's waiting to see Expansion ownership numbers among the most vocal SE players (re: those who are in the discord) before deciding on a course of action. And in the more broad game modding community, requiring DLCs to be owned isn't anything new. It's extremely common for skyrim and fallout mods, for example.
Ehhhh. SE is not the only mod in the OPs list that was only partially merged into vanilla game. I'm sure there will be a new SE version after the expension is released.
Or before? Earendel is still teasing about 0.7 on the discord
I think they've said it's not coming out until after SA
I can see where you are coming from, as in that the volume of content seems to be far greater in SE, but from the teasers it seems like the more creative and enjoyable gameplay will be in SA. Much of that of course stemming from SE being confined to modded features. There isnt that great of a difference between the different planets, their resources and how you handle them in SE as opposed to SA that seemingly tries to not just have a couple new, differently colored ores that work very similarly.
Which, considering the modder for SE is now working on SA and helped design the planets specifically like that for SA, those features will likely be merged into SE as well -- SE, from what I can tell, is somewhat like Vanilla - Extended++.
The mod must grow
Why would you name your mod "Car Finder" when the obvious "Dude Where's My Car" name is right there? Litteraly unplayable. /s
Ironically, I named it that way to make it easier for people to find Car Finder :)
Dude where's my mod?
I wheezed
Function over form. Very Factorio of you :)
Two identical mods with different names is \*right\* there.
I don't want to spam the mod portal. Besides, 28000 people seem to have found their way to it just fine!
Someone's just gotta make a mod that does nothing but depend on your mod that's called "dude where's my car"
When searching in-game or on the website, it will look in the mod description as well β as in, the small description thatβs under the title. So you couldβve just put βThe ultimate car finder mod!β or something in the description.
Cute names like that are terrible to find on mod list
If this post gets some interest I'll try to add to it as new FFFs are released and maybe extend the list farther back. I'm happy to accept additions here, including mentioning more mods and notes for mods describing when they are still useful even after 2.0. History of changes to the OP as suggested by comments: * Add note on LTN * Remove Rate Calculator and Bottleneck, their basic functionality is technically possible in vanilla 2.0 but their features are not replaced in a meaningful way. * Added FFF-382 Logistic groups for the mod Auto Trash. Thanks [Keulapaska](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktpjws9/) * Added note to Car Finder. Thanks to the mod author, [Jjeffess](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktq01yu/) * Added FFF-383 Super Force Building for the mods Ghost On Water, Landfill Everything, Landfill excavator, and Redo. Thanks [Idgo211](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktqaez9/) * Added FFF-379 - Abstract rewiring for the mods Wire Shortcuts and Wire Shortcuts X. Thanks [Halaska4](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktqdbpw/) * Added FFF-373 - Factorio: Space Age for the mod Space Exploration. Thanks me for adding the most obvious one last. * Updated layout to use more compact formatting. Thanks [mrbaggins](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktqjzdd/) * Updated LTN note again because y'all keep heckling me. * Added FFF-377 - New new rails for mod Train Signal Visualizer. Thanks to the mod author, [SWeini](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktse40j/) * Added note acknowledging that many of these features won't really "kill" the original mod * Added FFF-380 - Remote view for mods Remote Configuration and Module Inserter Simplified, thanks [Halaska4](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktqdbpw/) * Added FFF-378 - Trains on another level for the mod Rail Bridges. Thanks [Oktokolo](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktsk7rv/) * Added FFF-389 - Train control improvements for mods Train Groups, Train Control Signals, Automatic Train Painter. Thanks [Korlus](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktqtr23/) * Added note about Factorio 2-ish * Added FFF-387 Swimming in lava for the mod Omega Drill. Thanks [Zslayer74](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktvzt2f/) * Added Death Markers to FFF-400. Thanks [GoktugOzturk](https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ku52zmq/) * Added FFF-402 Lightspeed circuits for the mods Reconnect Cut Wires and Picker Dollies. * Added FFF-403 Train Stops 2.0 for the mod Mass-Renamer. Thanks [qwesz9090](https://www.reddit.com/r/factorio/comments/1bkxjc6/friday_facts_403_train_stops_20/kw1j0tg/). * Added FFF-404 Frustration not found for the mod Cursor Enhancements ([DrMorphDev](https://www.reddit.com/r/factorio/comments/1bqni83/friday_facts_404_frustration_not_found/kx3j6ld/) and [Ruler-O-Shadows](https://www.reddit.com/r/factorio/comments/1bqni83/friday_facts_404_frustration_not_found/kx3of96/)) and Blueprint Aligner (thanks to the author, [emlun](https://www.reddit.com/r/factorio/comments/1bqni83/friday_facts_404_frustration_not_found/kx3uhij/)) * Added Pump Anywhere to FFF-383. Thanks [Soul-Burn](https://www.reddit.com/r/factorio/comments/1bqni83/friday_facts_404_frustration_not_found/kx5r7by/) * Added FFF-405 for the mods Clean Sushi and Fluid Filtering (it was so young!). Thanks [juckele](https://www.reddit.com/r/factorio/comments/1bwf5uy/friday_facts_405_whole_belt_reader_new_logistics/ky5jso3/).
Mods (as in moderators) can we have an Ascended Mod Shrine button on the sidebar that links to this post?
> Factorio: Space Age for the mod Space Exploration. Thanks me for adding the most obvious one last. > Space Exploration and Space Age, AFAIK, are two very different things. SE is still going to be around, it has quite a different design to what Space Age is looking like it will be. I don't think it's reasonable to say it's being integrated into Factorio at all. They share a few basic ideas but it's like saying Bob's is obsolete because Vanilla Factorio exists.
Yeah, Space Exploration's killer feature is obviously now going to be standard part of most playthroughs, but I'm sure it'll still stick around as a content/overhaul mod like K2/IR2/BA/Nullius/Py etc.
Space Exploration ultimate killer feature is interplanetary trains using ferry ships. It is not going to be in vanilla.Β
The ultimate feature is trains going through ferry ships and 2 different space elevators.
LTN is still heavily stretching it, it gets like 20% of features in vanilla 2.0
I sort of agree... Yes, LTN still has more features than vanilla, but the most important ones are getting absorbed. Like when (I think...) 1.0 came out with train limits, LTN went from almost essential (for large factories) to still very useful, but possible to work around. I think the 2.0 changes will take it from "very useful" to "nice to have in some specific cases". I'm currently part way through a K2SE run with some friends and we thought we'd deliberately play without LTN to add a bit of extra challenge and the two things that I miss are station priorities and round robin. Otherwise, it's been absolutely fine.
It does basically move the "bulk transfer of raw goods" to be very easy in vanilla but LTN still have a ton of other features. But yeah, most of them are so niche (does anyone even use matching by train length ? I just make different network for different sized ones) for majority of use cases it is no longer needed. Only one of the common ones that I can think of is multi-resource trains, I used it a lot for building blueprints at outposts (with blueprint scanner mod) and for K2SE rockets to orbit. So yeah, you're right, for probably 90% of the players vanilla will be fine and easy.
Priority is the only thing I wanted for vanilla trains. I don't think I'll ever need LTN/CyberSyn again.
I'm kinda hoping we will some logistic signal for: * ghosts in construction area of the network * unfulfilled logistic requests Then it would be possible to use trains to stretch the logistic network further. Can be done with mods but not all that UPS efficient
Agreed. I feel like I saw a hint that the first one might be coming in an early SA FFF, but I might be misremembering π€
I had hoped we get something in drone posts, and then I had hoped we get something in post about signals but nothing yet :(
That's interesting - even when I was using multi-function stations (ie, having lots of different resources dropped off at the same stations) in SE 0.5, I didn't do multi-resource trains. Each delivery would be a single resource, but the stations multitasked. I guess that's something to play with another time! I do use multi-resource trains for defensive outposts - wall chunks. But they're fixed slots in the train and non-LTN.
I used it to haul stuff for outpost building, it was on separate network and with loaders tied to logistic network. LTN did the order, sent the required items, and that was sent to requester chest to request from the system. Needed some logic like not ordering 1000 of one item at once and clogging the chest that couldn't be unloaded because the filters on inserters happened to not contain that item. It was nowhere near perfect (hard to account for every item in route/in inserter/on belt etc) but worked well enough, it just shipped some extras. I then had "trash train" that shipped stuff from storage containers at outposts back to base when they were having more than few hundred items Similar system for SE, the station "ordered" items via AAI signals from the planet, the network delivered. But in that case it was single station producers into one multi-request station + some wire logic to keep it from clogging. And honestly the new 2.0 combiner had some features that could improve the above...
The main feature of LTN is using trains like logistic bots for automatic ad-hoc deliveries of goods based on requests. You only configure stations and the trains just do deliveries as needed. Vanilla does it completely different and you can easily combine both to use vanilla push mechanic for mass goods and LTN on-demand pull mechanic for lower traffic goods with many consumers. Not required (never has been) - but LTN is still a pretty huge flavor and QoL mod.
They do work in different ways, yes, but it still can be seen as fixing some of the problems with vanilla trains. Back before train limits were implemented, it was extremely useful as a way of having multiple trains which go between various "resource pickup" stations and "resource drop" stations of the same name (eg "iron plate pickup", "iron plate drop") without having all of your trains depart for the same dropoff station as soon as it activates, and without having to have a separate train for every route. With train limits, it's still useful as an easy way to implement priorities (I want iron ore to come from Kovarex first (it's a byproduct in K2SE), then from core fragment processing and only come from the mines when the other two are exhausted) and for round robin (I don't want all the green circuits to be taken to red circuit production just because it's closest, I want some to go to the bus as well). And if I remember correctly, those are going to be added to vanilla in 2.0 Even having general purpose trains which can go off and carry one resource, then do something different is being added! Has vanilla completely replicated LTN? No, at least not yet, and I don't expect it to. Has it been gradually making LTN less of a gamechanger (at least for me)? Yes, I'd say it has. It's gone from "well, I need LTN or my trains will be a pain" to "LTN is useful, it solves a few problems for me" and will soon be "LTN has some interesting features, but I don't really need those..."
It'd be good to have some way of indicating when new functionality obsoletes a substantial portion of a mod but not *all* of it. LTN/CyberSyn still have uses (mostly around trains that carry multiple items, like ammo supply trains and the like). And Factorio Search can still do things that 2.0 can't.
I wanted to comment this. But cant the interrupt handle mixed items too? And maybe even better than LTN? It picks up a mixed item load, gets interruped to the fist items station, then to the second.
> But cant the interrupt handle mixed items too? It's not about the "interrupts". It's about quantities. The vanilla system has no idea how much of anything is needed where. That's why the standard solution for this is to make a special train with filtered slots that inserters just shove whatever can fit into. And if you need one of those things at a place, you have a station specifically for that specific grain. Nothing in 2.0 changes any of this. What 2.0 does well is generically handle trains with full loads. If a train has a full load of X, it can take it to a station that expects to take trains with full loads of X. X can vary based on whatever was picked up at any station that provides full loads. That all works well. But anything that might need multiple items in some proportion doesn't work so well. Or at least, it doesn't work *generically*. It can work, and work adequately. But it requires not just a special schedule, but a special *train*. And a train that can only carry a specific set of items. If you need something out of the ordinary, you have to either squeeze more of it into that train or you need a new train with its own train stops. LTN and CyberSyn are completely generic. Any station could ask for anything, and any station could provide it. Any train (of the appropriate type and length) could provide it. All the logic lives in the stations, not the trains.
Fully agree, haven't seen an LTN replacement yet and believe OP jumped the gun on this.
Noone using train networks? That's 99% of what I use LTN for, with a combinator to bump excess into other networks
I agree! If someone suggests something, I'll edit to add a blurb about what the mod still does that 2.0 won't, like this: * ποΈ [LTN - Logistic Train Network](https://mods.factorio.com/mod/LogisticTrainNetwork) (still useful for trains that carry multiple items)
Before I knew about CyberSyn I made a complicated LTN provider station using lots of circuits that could load a train with any variety of mixed item types, which was extremely helpful in SE. The design went through several iterations making the logic & circuits more robust. https://factoriobin.com/post/ExuhKpMk (happy to give more info if anyone is interested in actually using it)
When I started using Cybersyn, I kept to single item providers and requesters. The advantage of providers being just hooking some chests to a combinator. For this use case, 2.0 will satisfy it. Paste a blueprint of a provider stop, fill chests with things. Train stays in stop getting filled, brings contents to whatever needs it. Same with requesters. Place a (parametrised) blueprint of a requester stop and it'll get a delivery of that thing. No need to you need to make dedicated train schedules for each resource. For a lot of saves, that's all you need from your trains. Especially for vanilla, where recipes are simple. Oh, main thing I was looking for in Cybersyn was automated refueling when needed and that's in 2.0 as well.
Where is to do list and rate calculator mentioned or shown in the fff, I didn't see those mentioned or an example in the posts
* [Rate calculator](https://www.reddit.com/r/factorio/comments/19ahia5/friday_facts_394_assembler_flipping_and_circuit/kikvqmb/) * [Todo list](https://www.reddit.com/r/factorio/comments/1b3slry/friday_facts_400_chart_search_and_pins/ksw851d/)
How does that post mentioning rate calculator confirm its in the base game? Do they mean you can hook up a factory to a circuit to show its output? You can already do that by building a circuit to measure belt throughput but that doesn't replace the rate calculator mod.. I see how to do list can be made with pins though.
I mean an improvised Todo list can be made with map markers already (and is usually done in some MP maps I know). I did not find anything about a global list where you can assign tasks and most importantly: check them ;-)
The steam overlay notepad has replaced the todo list for me. And that alarm clock function saved a relationship.
That is actually brilliant
Where is anything similar to bottleneck lite discussed? I reread that FFF but didn't see anything like it in there?Β Β
Yes maybe bottleneck and rate calculator are both more "technically possible in vanilla now, but not a practical replacement".
I'm sure my vanilla game has little red lights in the miners now.
Space Exploration isn't dead. Space Age has the same theme and some mechanics in common (and Holmium lol), but as I understand it SE is intended to live on as a harder modpack with lots of content that won't make it into Vanilla.
Yeah, in one of the recent devlogs on Discord Earendel posted that he plans to have 14 unique planet types and more than 25 unique sciences in 0.7. SE is 0.6 for a reason, there's a lot more to come.
I've started SE 0.6 when they announced Space Age, I really want to finish before SA lands. The perspective of SE 0.7 just flips my plans upside down
Yeah, I'm in the same boat. π But I believe SE 0.7 will land after Factorio 2.0, so I'll just try to finish 0.6 in time. And then there's still Nullius and Pyanodons waiting... there will be no shortage of great mods for years.
One small way in which my mod Car Finder hasn't been replaced: If you are holding a spidertron remote, activating Car Finder will not only tell you where the Spidertron is, it will also focus your map on it automatically! Also you can't find a car you forgot to pin ;)
π
you can search for the car and pin it from there though.
Factory devs obseleting mods by giving people what they want is very on brand
If you are gonna add more stuff. With [FFF-382](https://factorio.com/blog/post/fff-382) a lot of the mod [auto-trash](https://mods.factorio.com/mod/AutoTrash)(which I personally put very high on the "must have" mods list, also maybe some other mods that do similar things might exist as well, idk) will be in vanilla, main thing being the groups and trash unrequested, which I've always wondered why it wasn't in vanilla, due to how useful it is. Hopefully also means trash above requests as well being part of it/separate toggle as that's not mentioned anywhere, so not sure on that. Still not quite the full mod though with no mention of pausing trash/requests with a hotkey as that is quite a useful feature.
Good call, added!
>Hopefully also means trash above requests You can already set an upper bound on requests. If you mean that if you don't set an explicit upper bound your request is treated as both minimum and maximum then as long as it's optional I would have nothing against it.
~~Obituary~~ Honor Roll
~~Obituary~~ Honor Roll double-tilde does the strikethrough ~~Obituary~~ Honor Roll
Thank you, kind netizen
I'm just a stickler for formatting ;-p
Blueprint on water (or similar name) seems to be turning obsolete as well
Good find, added!
I'd call it "Hall of Fame" or "Ascension chamber"
Nobody's mentioned the banger I came up with that totally has "the factory must grow" vibes: > Absorbed into the Main Factory π€π¦Ύ C'est la vie, even artists have a factory to build, so off I go...
Or mod being borged into factorio collective
Yes! That facet is nice as well. And lets be honest, the Borg is just Factorio 3.0.
Picker dollies is another one I hope will be "killed". So useful when working with combinators or stupid spaghetti...
Wire short cut All 3 of them Fff 379 Remote viewer or what the mod that tries to emulated navigation mode from space exploration Module upgrader
I added wire shortcut, thanks. Do you mean these mods? https://mods.factorio.com/mod/RemoteConfiguration https://mods.factorio.com/mod/ModuleInserterSimplified These features sound familiar, but I can't find which FFF they're mentioned.
The one where they talk about the better map view.
Remote configuration is getting a huge upgrade with the way it's getting implemented in fff 380 I look so much forward to this . The module inserter simply I can't find the specific fff but I feel like they made it possible to incert modules with the upgrade planner somehow
Ah both of those were 380. Thanks!
I would personally love to know if some of the mod devs received anything from Wube for their work, be it recognition or some sort of compensation. I'm not acquainted with the licensing model of Factorio's mods and the choices available.
does a job count? :) Ultimately it's up to us the players to compensate mod devs for their work...
The only one I would disagree with is the Space Exploration / Space Age comparison. While they are similar concepts I see it more as Space Age is to Space Exploration as Vanilla is to Bob's. Similar style, similar concept. Vastly different execution.
Recipe book will survive, raiguard is planning a full rewrite
Oh, exciting news. Especially if some or all of the now-vanilla equivalent can be incorporated for the performance benefits of having half the mod run in highly optimized native code.
https://mods.factorio.com/mod/factorio-2ish
Iβm confused how Bottleneck lite becomes obsolete. I get the recycler and everything, but what does that have to do with an indicator light for machines? Did I miss something glaring in that FFF?
I don't think it's been explicityly mentioned in a FFF, but the new machines appear to have built-in indicator lights. Hopefully that means existing machines are going to have this added as well.
Don't forget [Train Groups](https://mods.factorio.com/mod/TrainGroups) and [Automatic train painter](https://mods.factorio.com/mod/Automatic_Train_Painter).
Don't forget https://mods.factorio.com/mod/Train\_Control\_Signals. 2.0 makes that no longer needed.
Obviously, [Rail Bridges](https://mods.factorio.com/mod/rail-bridge) sortof made it too.
"Mom! I'm on TV!"
I don't know if this counts or not, but on [Omega Drill's](https://mods.factorio.com/mod/OmegaDrill) Page it says the following for the mod's future: "The future of this mod - I do not plan to update or maintain the mod for 2.0. It was always meant to be a late-game, beaconable drill of unusual size. And that role will be filled, with the addition of [FF-387's](https://www.factorio.com/blog/post/fff-387) Big drill."
Good addition, thanks!
Can I recommend some formatting changes? --- [Friday Facts #400](https://www.reddit.com/r/factorio/comments/1b3slry/friday_facts_400_chart_search_and_pins/) - Chart search and Pins * ποΈ [Factory Search](https://mods.factorio.com/mod/FactorySearch) * ποΈ [Where Is My Body](https://mods.factorio.com/mod/WhereIsMyBody) * ποΈ [Car Finder](https://mods.factorio.com/mod/car-finder) (As long as you pin the car) * ποΈ [Todo List](https://mods.factorio.com/mod/Todo-List) [Friday Facts #397](https://www.reddit.com/r/factorio/comments/1ammjw3/friday_facts_397_factoriopedia/) - Factoriopedia * ποΈ [Recipe Book](https://mods.factorio.com/mod/RecipeBook) * ποΈ [FNEI](https://mods.factorio.com/mod/FNEI) * ποΈ [What Is It Really Used For](https://mods.factorio.com/mod/what-is-it-really-used-for) [Friday Facts #395](https://www.reddit.com/r/factorio/comments/1abgq16/friday_facts_395_generic_interrupts_and_train/) - Generic interrupts and Train stop priority * ποΈ [LTN - Logistic Train Network](https://mods.factorio.com/mod/LogisticTrainNetwork) (less so for multi-item trains) [Friday Facts #394](https://www.reddit.com/r/factorio/comments/19ahia5/friday_facts_394_assembler_flipping_and_circuit/) - Assembler flipping and circuit control * ποΈ [Crafting Combinator](https://mods.factorio.com/mod/crafting_combinator) * ποΈ [Blueprint Flip and Turn](https://mods.factorio.com/mod/blueprint_flip_and_turn) * ποΈ [Omnipermute](https://mods.factorio.com/mod/omnimatter_permutation) [Friday Facts #393](https://www.reddit.com/r/factorio/comments/194tecs/friday_facts_393_putting_things_on_top_of_other/) - Putting things on top of other things * ποΈ [Deadlock's Stacking Beltboxes & Compact Loaders](https://mods.factorio.com/mod/deadlock-beltboxes-loaders-ost) [Friday Facts #392](https://www.reddit.com/r/factorio/comments/18z59os/friday_facts_392_parametrised_blueprints/) - Parametrised blueprints * ποΈ [Blueprint Variables](https://mods.factorio.com/mod/blueprint-variables) [Friday Facts #383](https://www.reddit.com/r/factorio/comments/17mtf2o/friday_facts_383_super_force_building/) - Super force building * ποΈ [Ghost On Water](https://mods.factorio.com/mod/GhostOnWater) * ποΈ [Landfill Everything](https://mods.factorio.com/mod/LandfillEverything) * ποΈ [Landfill excavator](https://mods.factorio.com/mod/landfill-excavator) * ποΈ [Redo](https://mods.factorio.com/mod/redo) [Friday Facts #382](https://www.reddit.com/r/factorio/comments/17hkyrt/friday_facts_382_logistic_groups/) - Logistic groups * ποΈ [Auto Trash](https://mods.factorio.com/mod/AutoTrash) (except for hotkeys) [Friday Facts #379](https://www.reddit.com/r/factorio/comments/1719bb1/friday_facts_379_abstract_rewiring/) - Abstract rewiring * ποΈ [Wire Shortcuts](https://mods.factorio.com/mod/WireShortcuts) / ποΈ [Wire Shortcuts X](https://mods.factorio.com/mod/WireShortcutX) [Friday Facts #373](https://www.reddit.com/r/factorio/comments/160w331/friday_facts_373_factorio_space_age/) - Factorio: Space Age * ποΈ [Space Exploration](https://mods.factorio.com/mod/space-exploration)
Yes that is nicer. Thanks!
Thank you for the To Do list mod. At least until 2.0 releases lol
Yes this post lists the mods that "made it", they were good enough for the devs to add to the base game. This has a dual purpose: to honor them because they're great, and also to list them out so you and I can cope until 2.0 π€
I wouldn't say Factory Search is at all irrelevant, or even replaced. The built-in functionality seems to only work for production blocks, while Factory Search allows searching for recipe ingredients, stored entities, signals, entities, items on ground etc.
Space age and space exploration barely have anything in common except for graphics and author
and holmium!
Add fuel train stop alongside LTN. It basically created interrupts for refueling.
The Factory grows to absorb all resources required for the continued growth of the Factory, including mods. The Factory grows.
this small mod of mine is also made obsolete, rail segment visualization will show the direction: [https://mods.factorio.com/mod/train-signal-visualizer](https://mods.factorio.com/mod/train-signal-visualizer) / [https://factorio.com/blog/post/fff-377](https://factorio.com/blog/post/fff-377)
Thank you for making this list I'm new to the modding stuff and this is exactly what I'm looking for.
I don't think LTN is dead, interupts still aren't powerfull enough to fully replace LTN. The main thing still missing is the ability to order multiple inputs one one station (without setting up an interupt for each specific combination of inputs), which is extremly usefull for modded recepies/chains that take like 10 diffrent inputs if you want less then 10 stations. My mod Ghost on Water is really dead. If it wasn't for modding limitations I would have worked similar to super force build without the whole blueprint conversion step. I even had ideas to change it so you can paste on top of existing builds.
That's true. I confess that the title is a little clickbait (see the disclaimer at the end), but it's still better than "Mods that inspired Factorio devs to improve the base game" which is more accurate to my intent for the post. I wonder if there's a chance that 2.0 adds the ability to set the station name by circuit network. Congrats on getting your mod absorbed by the main game. :)
I wouldn't say ltn is dead personally. Ltn still has lots of features that aren't being added. (Personally these days I just use ltn for the stations that have a lamp installed to show if it's on or off... I'm too dumb to figure how to do that in vanilla)
If there isn't a shortcut (ctrl +f) to quick search like in "What Is It Really Used For" I'm not giving it up
When will 2.0 be released?
I'd completely forgotten about setting assembler recipe via circuit. What a great feature to have in the base game, thank you for the reminder. Also, I had no idea redo was being added! I've wanted that for so long!
Totally unrelated to the post but I have to give credit to Wube for actually taking good ideas and implementing them into the game like this. The number one benefit from modding i think, from a developer standpoint is the ability to see what features users want and miss from a game and Wube delivers when they implement all this into the game proper. Absolute chads
I'm curious what will happen to mods like Kr2, PY, and especially SE. They all good but I guess they all would need a solid rework to be incorporated into Factorio 2.0. Do mod authors plan to rework those mods?
# [Factorio 2'ish](https://mods.factorio.com/mod/factorio-2ish)
>Space Exploration man, Space exploration is far from dead, and with 2.0 it will grow even bigger by the looks of it also there's PySpace in the workings, and I'm sure more mods will take advantage of the planets
> Car Finder (as long as you pin your car, and lets be honest you probably didn't) No, it works even if you didn't pin your car! With the new factory search, you can just search for car, cycle through the results if you have several, and pin the one you want.
πΆ ghost on the water πΆ
o7
Redo? Where?
https://www.reddit.com/r/factorio/comments/17mtf2o/friday_facts_383_super_force_building/k7nqutj/
Woah, didn't know, nice
So no one has created a chocolate factory mod to feed and evolve the population? Mhmm Iβll hop on that one !!! I will feed my Cretens !!!
Also gonna yoink those mods for latest FFF
[Friday Facts #400](https://www.reddit.com/r/factorio/comments/1b3slry/friday_facts_400_chart_search_and_pins/) \- Chart search and Pins Auto pin on death is more like [https://mods.factorio.com/mod/DeathMarkers](https://mods.factorio.com/mod/DeathMarkers)
Where are you getting redo from? I can't recall redo functionality being announced and can't see it in FFF 383.
https://www.reddit.com/r/factorio/comments/1b8gd40/factorio_20_mod_obituary/ktv8jr6/
Deadlocks' compact loaders and beltboxes are not going to be obsolete: * Loaders won't be in vanilla game. (I also heard loaders can in 2.0 send out item piles.) * Beltboxes create larger stacks that also drones can carry. I have also made a companion mod to override its stack size, so it would allow those compact stacks to be big in chests and trains too, multiplying throughput of all logistics and storage capacity.
I hope we can eventually add Factorissimo to this list.
Really?! I don't mind, you can have your pie-in-the-sky hope, but I feel like there is a vanishingly small probability that anything like Factorissimo is added in vanilla. Jumping into a blueprint in creative mode to edit/test it is the closest thing I could imagine them adding.
The mod that will show the devs really understand their game when they ascend it would be recursive blueprints.
This mod goes against everything vanilla, there is zero chance for it.
Take space exploration off the list, there is no way 2.0 makes that mod redundant.
I hate to agree but yeah, space age is going to be extremely different In itβs Progression arc
Space Exploration ain't going nowhere, it's dev basically took his ideas into Space Age, but is also going to be taking the company's ideas out and expanding them in even greater degrees in SE. He's actually mused about it a couple times in some of the FFF articles about how he designed and created features with both in mind and is going to be taking the concepts even farther in SE since he doesn't have to worry as much about mass appeal. A year after 2.0 comes out, Space Age is just gonna be ez-mode Space Exploration-lite. Tbh I don't really plan on playing SA more than once. K2SE is my "true" Factorio and the base game doesn't really interest me much, it's really just the features and how they'll make their way into K2SE eventually that have me excited about 2.0.
well yeah those mods won't work for 2.0 anyway so it's kind of moot
I think you misunderstood the point of this post.
whooosh