50 Factorio Mods You Cant Live Without

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This is a list of the best Factorio mods you can find. I picked mods of all types, from quality of life through new machines up to new biters. I will present every single mod in around 30 seconds to show you as much Factorio mods as possible. It's not a typical tutorial for Factorio mods, but rather a overview.

⌛ ⌛ ⌛ TIMESTAMPS ⌛ ⌛ ⌛
00:00 - Intro
00:29 - 1. Squeak Through
00:41 - 2. Rampant
01:07 - 3. Lighted Electric Poles +
01:22 - 4. Hovercrafts
01:41 - 5. Automatic Train Fuel Stop
02:01 - 6. Auto Deconstruct
02:12 - 7. Moar Roboports
02:36 - 8. Air filtering
02:54 - 9. Nanobots: Early Bots
03:10 - 10. Space Exploration
03:29 - Sponsored part
04:43 - 11. HeroTurrets
05:05 - 12. Aircraft
05:22 - 13. BigStorageTank
05:47 - 14. Editor Extensions
06:11 - 15. Mining Drones
06:32 - 16. Armored Train (Turret Wagons)
06:53 - 17. Jetpack
07:10 - 18. Electric Furnaces
07:33 - 19. Bullet Trailsa
07:45 - 20. Even Distribution
08:05 - 21. Resource Map Label Marker
08:20 - 22. Merging Chests
08:42 - 23. Plutonium Energy
09:04 - 24. Fill4Me
09:23 - 25. Electric Train
09:45 - 26. Fluid Permutations
10:03 - 27. Ammo Alerts
10:16 - 28. Infinite Technologies
10:35 - 29. Floating Damage Text
10:39 - 30. Bottleneck
10:56 - 31. Solar Walls
11:15 - 32. Text Plates
11:38 - 33. Additional turrets
11:57 - 34. Helmod: assistant for planning your base.
12:14 - 35. Auto Research
12:30 - 36. VehicleSnap
12:48 - 37. Realistic Reactors
13:08 - 38. BeltRouter
13:25 - 39. Alien Biomes
13:40 - 40. Factorissimo2
14:02 - 41. Electric Weapons
14:18 - 42. Queue To Front
14:32 - 43. Shield Generators
14:50 - 44. Atomic Artillery
15:07 - 45. Factorio and Conquer: Tiberian Dawn
15:25 - 46. AAI Industry
15:44 - 47. Afraid Of The Dark
16:00 - 48. Extended Descriptions
16:17 - 49. Advanced Furnaces 2
16:38 - 50. Spaceblock
16:56 - Summary
17:16 - idk ¯\_(ツ)_/¯

Link to mods:

music:
Licensed under Creative Commons: By Attribution 4.0 License

#Factorio
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It's risk-free with Nord's 30-day money-back guarantee! ✌
#sponsored

Trupen
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Factorio remains my favorite game since I found it.

nicodemuseam
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Factorio never fails to satisfy my imperialist tendencies.

masshysteria
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I'm going to plug my own mod: "Inventory Mover". Let's you move inventories of chests, vehicles, etc. to other chests and vehicles without having to use the player's inventory as an intermediary. Very useful if your inventory is low and you need to move large chests around.

BinarySpike
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I notice your editing becomes more and more dynamic with every new video and I like it! As always, great video <3

holoti
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Factorio players automated their production in the game so much that they began automating the game itself

toruvalravn
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I would recommend bottleneck lite instead of bottleneck. They do the same thing but the lite version is more lightweight which means less lag. Might not be important for normal playthrough but will be in big mod.

raizors
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Picker Dollies is probably my favorite mod you didn't mention. It allows you to push buildings around on the ground, especially useful for spreading out combinators when building fancy circuits and then pushing them all closer together once you're done.

StormCrow
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I haven't played Factorio in like 2 years but I still watched this whole video because Trupens voice makes me want to BUILD THINGS.

SirJebusHRM
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Yay Trupen got a sponsor, im happy for you!

masteralbi
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For the fellow degenerates who are wondering what mod 0:16 was, it's part of the "genshin impact skin" mod

anivicuno
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Took a break from Factorio but recently started to play with mods, you could say that this is good timing. 👍

frickydefro
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Thank you for including the on-screen titles, timestamps, and mod links!

l.g.
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Rampant + all biter settings on max + modded turrets + nuclear artillery = my way to play factorio.
Its basically a Tower Defense game.

Triumph
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here are a few of my own suggestions, that you could maybe add to a sequel video:

1. InformaTron. This is an insanely good mod. It relies on mods to provide the documentation for it, but usually big mods do, providing more than enough information to answer practically any question you would have about a given mod.

2. Inserter Fuel Leech goes VERY well with AAI Industry. It's pretty self-explanatory and imo a must-have for AAI Industry, it hugely simplifies a lot of the routing you would need to do which means you can focus more on what AAI Industry is about. it essentially makes Burner Inserters leech fuel out of targets to not only fuel itself but to also fuel a drop-off target if there is one, allowing you to chain fuel things without having to route extremely awkward belts. this mod is also recommended to be used with AAI Industry and Space Exploration (since Space Exploration requires AAI Industry).

3. GhostPlacerExpress is a a lot like Nanobots but is less game-changing. when your cursor hovers over a Ghost, it automatically places the ghost with an item from your inventory. it feels incredibly natural to use and you can toggle it on and off at your discretion, it even has a toolbar button.

4. FNEI is essentially the same idea as NEI for Minecraft, but for Factorio. it tells you about the usage in recipes that an item has and how to craft it.

5. fCPU is a somewhat expensive (for the vanilla game) Combinator that is completely programmable in assembly language with some added instructions specifically designed for use in Factorio. its tricky to explain, but it can be very handy at times if you know a little bit about how to write assembly code. this combinator can also serve the role of multiple combinators at once quite easily, which in theory can allow you to vastly simplify your combinator setups to potentially get some UPS gains (if Combinators are a contributing factor to your UPS drops).

6. Diggs gives you text over your miners that tells you how much longer they will take to mine every single tile of ore they cover. it will correctly pause if the output of the miner is full.

7. Show Max Underground Distance gives you a visual graphic while placing underground belts and pipes to indicate their, well, max underground distance, to completely remove the ambiguity of how far they can go. also nice for mods that add extra tiers of belts or pipes that have longer or shorter underground distance.

8. Romulinho's Research Queue Always True makes the dropdown to enable the research queue availability default to Always when making a new world.

9 & 10: These two mods kind of go hand-in-hand, Outpost Planner and PUMP. they both automatically generate ghosts to place over resources. Outpost Planner deals with ores, and PUMP deals with fluids. for the former, Outpost Planner will take in a blueprint so you can design a module that it will use for generating the ghosts for your ores. for PUMP, it will automatically place ghosts for pipes to connect up your oil pumps. this mod works VERY well with GhostPlacerExpress.

11: Module Inserter. this mod is also typically recommended with Space Exploration, but its great for the vanilla game as well as it lets you remotely insert modules into machines by creating a module request (like when you place a blueprint that has machines that have modules in them) that construction bots will go and fulfill.

Templarfreak
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Nice collection! Here some of my other 'must-haves':

'Advanced Fluid Handling' adds much more realistic fluid handling options.
'Assembler Pipe Passthrough' drastically reduces pipe spaghetti. You can feed fluids into one end of a line of assemblers/etc. and all of them will receive them, just like miners when mining uranium/etc.
'Auto Trash' keeps your inventory tidy and complete by allowing you to save different logistics profiles. For example, you can have separate mining/attacking/etc. profiles, where your entire inventory can be replaced based on what you are going to do.
'Beast Finder' lets you search EVERYWHERE for ANYTHING. A must-have, especially for situations like finding where someone put all of the bloddy cliff explosives on a multiplayer server.
'Bob's Adjustable Inserters' is a must-have for me, as it makes inserters behave MUCH more realistically and gives you a lot more options for moving items around.
'Bulk Rail Loader' adds realistic ore loading/unloading. I will never play without this again.
'Chunk Aligned Roboports and Power Poles' does what it says on the box. If you are trying to line things up by chunk, this is a Godsend.
'Clean Floor' removes all decorations when placing floor tiles.
'Deadlock's Stack Beltboxes & Compact Loaders' & 'Deadlock Stacking for Krastorio2' make up a non-OP solution for moving a lot of low-tech items on belts/by bots. The only real advantage is packing five times as many items onto the belt, but BOY does that make moving lots of ore/plates/etc. take up less bus space! (A mixed belt now holds the equivalent of five lanes of each item!)
'Early Logistics System' adds 16-slot, 2-logistic-request requester & buffer chests to keep you going until you get to the regular requester & buffer chests, which are ludicrously far up the SE tech tree. (Seriously; it makes NO sense.) You can use constant combinators to set more logistics signals.
'Extra Underground Belt Pair' does what it says on the label. Allows weaving with belts same tier, for the same component cost. A must-have.
'Factor-I/O' adds sensors designed to read and send various signals which help in automation. For example, you can set up power production in sections and easily have each section only come online when needed.
'GhostPlacerExpress' will make your life much easier before you get construction bots without being OP. Basically, it's 'hover over ghost to place object'.
'Improved Combinator' places combinator functioning in a train schedule-style interface. Also adds timers. A must-have if you are into circuits.
'Manual Inventory Sorting' (set up for automatic sorting) will also save your sanity, as all chests/etc. will be automatically sorted whenever you open them. No more spending five minutes looking through a warehouse that looks like a tornado went through it.
'MiniMAXIme' & 'Small Robots' make you and bots more realistically sized. Really helps you to feel like you are in a BIG factory.
'Module Inserter (non-conflict version)' should also be in vanilla. #smh
'No Wall Repair' keeps bots from dying needlessly in an attack. A must-have.
'Pavement Drive Assist Continued', 'Vehicle Physics Again', & 'VehicleSnap' make driving finally a pleasure, instead of the twitchy frustration that it currently is. A must-have.
'Picker Dollies' lets you move many objects around with just <SHIFT> plus the arrow keys.
'Progressive Running' gives your character acceleration, allowing precise positioning.
'Quickbar Templates' lets you blueprint your quickbar, which is super useful with all of the hundreds of new placeables you will need to deal with.
'SunBarSwap' lets you swap quickbars between 1-4 & 5-8 with a single key press.
'Rivens Big Train Carriage' quadruples the size of cargo wagons to make them more realistic.
'Rivens Realistic Train Acceleration' gives that extra cargo some realistic consequences.
'Schall Suit' adds non-combat suits with extra inventory & grid space but absolutely no combat capability.
Show Max Underground Distance' does what it says. A must-have for laying undergrounds.
'Speed Control' allows changing the speed of the game itself from 50% up to the limits of your computer. I like to drop it during combat and driving--because I'm a slow old man--and while I'm figuring out extra-spicy spaghetti, then increase it while riding trains, running across my base, etc. Just a nice QoL feature.
'Task List' helps you keep track of what needs doing. VITAL for a multiplayer server!
'Thicker Power Wires' makes wires easier to see.
'Tiny Start' & 'Tiny Start Craftables' gives you a bit of a jumpstart without being OP.
'Train Control Signals' allows for things like setting up dedicated refueling stops that trains will only path to when running low on fuel. Brilliant!
'Train Groups' lets you set/edit a single schedule for multiple trains.
'Underwater Pipes' does what it says.
'Water Well (pump free water from the ground)' is basically an oil pump for ground water. Very handy.
'Where Is My Body' draws a line to your corpse. REALLY handy on a busy battlefield.

Cheers!

KeithOlson
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That Resource Map Label Marker seems very useful when playing with Alien Biomes, since sometimes the resource patch camouflage with the ground colour in alien biomes.

PaprikaX
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I usually skips ads in videos for Nord and Raid, etc. But this one was actually funny. Good job! (Edit added later: "I use it to store Oil, oil and oil- but you can also use it to store more oil." 😂😂

PriestBeastYT
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My personal must-haves are primarily the ones to do with lighting - Larger Lamps, Lightorio, Lighted electric poles (mentioned in the video) and Bioluminescence. Nights are too dark in this game, the night vision sucks (and can be tough to get to, in case of total conversion mods), so these just improve screen readability, especially if you want to take screenshots or make videos.

Besides that? Automated train departure / arrival sound effects ('Honk'), automatic train recoloring (with an additional mod to allow the same for fluid wagons) and automated module insertion via logistical bots. (Don't remember those names off the top of my head, sorry.)

After a couple of playthroughs of trying to do without, I'd recommend the above combination for everyone, conversion mod and vanilla alike.

lipeckih
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Warptario2 is one of the coolest mods I've run across. In short it drastically ramps up biter attacks but gives you the ability to warp a portion of your base to new maps when things get dangerous. This coupled with a questing system to unlock technology and upgrades turns factorio into a crazy RTS.

melind
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