I've been meaning to make a list of Factorio mods that I've really liked, and write a little bit about them. While Factorio is a masterpiece in both game design and quality, there are many mods for it that make the game either more fun, entirely different, or plain ol' QoL.
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I know some dislike the idea of using mods that streamline the game, or consider some quality of life mods cheating - I don't. If you're following the tech tree, everything's okay, and saving time by giving yourself a bunch of belts is - in my view - very acceptable, considering that some processes can take a really long time.
## Overhaul Mods {#factorio-mods-overhaul}
### Angel & Bob (!Angels Mods, !Bobs Mods) {#angel-and-bob--angels-mods-bobs-mods}
One of the most expansive mod packs available, A&B expands production processes significantly.
- There are byproducts to nearly every production process.
- These byproducts can and sometimes need to be processed into materials used further down the production trees.
- Instead of pure ores, there are complex minerals to be mined - these can be refined into various ores.
- Unlocking new refining methods leads to gaining new ores from each mineral.
- Different minerals require different refining processes.
- Fluids got a complete overhaul - there are various types of oil, gases, and other fluids that require different types of processing.
- Water has multiple stages of purification, each with its own byproducts.
- New research, including lots of alien life processing (farming!).
- There is voiding options for excess fluids and items as needed.
- Protip: Leave _a lot_ of space between your various factories. As you unlock more sophisticated refining and processing chains, your factories will require more space.
Another 'big' overhaul mod. This one is significantly easier, and much closer to vanilla. Very good for a starter overhaul, if you've finished Factorio and want something new.
- A lot of the recipes have been changed and made more complex.
- Byproducts are largely not an issue.
- New power options.
- New research.
- Ores have been largely left alone.
- TL;DR: It's chill, won't fry your brain.
## Individual Mods {#factorio-mods-individual}
### Circuit Network {#circuit-network}
#### Improved Combinator {#improved-combinator}
Saves space - it's basically a container for multiple decider and arithmetic combinators. Really cool.
#### Inventory Sensor {#inventory-sensor}
A combinator that reads the contents of vehicles and buildings it's placed next to.
These add additional signals that you can use in your circuit network. They help remember what your signals stand for. Much easier to remember a check-mark than 'A'.
Says what it does. If you have underground pipes that can connect with a single overground (regular, normal) pipe, it just places the pipe for you.
Really useful when setting up fluid processing, saves a lot of time.
#### Calculator UI {#calculator-ui}
Adds a calculator, so you don't have to leave Factorio.
#### Chest Auto Sort {#chest-auto-sort}
Automatically sorts the contents of a chest when you open it. It makes it much easier to find the items you're looking for when everything is in some kind of order.
### Fluids {#fluids}
#### Fluid Must Flow {#fluid-must-flow}
Adds massive pipes for when you need to push fluids across large distances in quantity.
#### Flow Control {#flow-control}
Adds pipes with set, static connections. This allows you to lay down straight
overground pipes next to each other without having them connect. Really nice for saving space.
#### Flow Control for Bob's Logistics {#flow-control-for-bob-s-logistics}
As above, but adds compatibility for Bob's new types of pipes.
### Tools {#tools}
#### Wire Shortcuts X {#wire-shortcuts-x}
Tap alt-w for circuit wires.
#### Ultimate Research Queue {#ultimate-research-queue}
Prettier and more usable interface for science research.
#### Inventory Repair {#inventory-repair}
Uses repair packs from your inventory to fix items you have.
#### Even Distribution {#even-distribution}
Lets you control-left-click-drag to place equal amounts of items into buildings. Shift-c automatically cleans your inventory of items that can be inserted into nearby buildings. Really useful.
#### Editor Extensions {#editor-extensions}
Lets you edit the map, give all items, etc. I like to use it for large-scale building projects, as well as moving factories around.
I'll accept it's cheating, but I'm not the kind that's willing to spend an hour moving a factory stack when I can just cut and paste it into place.
### Power {#power}
#### Full Power Coverage Redux {#full-power-coverage-redux}
Makes power poles supply area match their wire reach. Reduces the wire reach slightly, but prevents the ugly gaps that exist with vanilla power poles.
### Bots {#bots}
#### No Wall Repair {#no-wall-repair}
Keeps bots from repairing walls, so they don't die to biters as much.
#### Fireproof Bots {#fireproof-bots}
Bots get 100% fire resistance. This is useful when biters are setting your base on fire, and bots die while trying to repair burning buildings.
For tracking all the things that still need to be done. Really useful when the factory grows large, or in multiplayer.
#### Recipe Book {#recipe-book}
Shows all the things about items: properties, how they're made, what they're used for.
#### Rate Calculator {#rate-calculator}
Select buildings and see what their max input/ output rates are.
#### Mining Patch Planner {#mining-patch-planner}
Automatically designs and places a blueprint for your mining patches. You can choose from several different layouts, pick what power poles or belts you want, etc.
#### P.U.M.P. {#p-dot-u-dot-m-dot-p-dot}
Mining Patch Planner but for pumpjacks.
#### Factory Search {#factory-search}
Lets you search your factory for items, assemblers making items, assemblers consuming items, etc. Absolutely critical for large overhaul mods such as AngelBob.
#### Factory Planner {#factory-planner}
Automatically calculates the recipes, requirements, and production chains for your factories. Really useful when you need a lot of a thing - saves time on maths.
### Factory Building {#factory-building}
#### Show Max Underground Distance {#show-max-underground-distance}
When you pick up an inserter, you'll also pick up what it's holding. Prevents random items falling on the ground.
#### Mouse-over Construction {#mouse-over-construction}
Place blueprint, mouse over it, and it gets built. Saves a ton of time when getting furnace stacks up, since you don't have to be clicking anymore. Just make sure you have the items in your inventory.
#### Laser Lines {#laser-lines}
Adds placeable lasers you can use to ensure alignment.
#### Fill4Me {#fill4me}
When you put down vehicles or turrets, it automatically places fuel and ammo into them from your inventory.
#### Cursor Enhancements {#cursor-enhancements}
Some changes here - the most important for me, and the reason I use this mod, is that when you run out of items in your inventory, it automatically changes your held item to a ghost of what you were placing.
Additionally, you can pick ghost items from the crafting menu, which lets you lay down ghosts even for items you have not made yet. Really cool.
#### Copy Assembler Pipe Direction {#copy-assembler-pipe-direction}
In vanilla, when you copy-paste a recipe into an assembler, the pipe input direction isn't copied, so often you have to go back and rotate the assemblers manually.
This mod saves you that time, by rotating the assemblers automatically.
### Trains {#trains}
#### Cybersyn Combinator {#cybersyn-combinator}
Adds a combinator for Projcet Cybersyn that lets you set up the signals for your stations easier.
#### Honk {#honk}
Makes trains honk.
#### Project Cybersyn {#project-cybersyn}
Automatically coordinates trains based on train station signals.
#### Rail Signal Planner {#rail-signal-planner}
Automatically places signals, configurable for nearly any spec.
Refuels trains with construction bots when they run out of fuel.
#### Train Log {#train-log}
Keeps a record of all the trips trains have made, as well as their cargo.
#### Train Mode Switcher {#train-mode-switcher}
Lets you quickly click-and-drag over trains to switch them to automatic mode.
### Transportation/ Traversal/ Movement {#transportation-traversal-movement}
#### RitnTeleporter {#ritnteleporter}
Adds teleports to the game, very useful when crossing the factory takes minutes, instead of seconds.
#### Squeak Through {#squeak-through}
Lets you walk between buildings.
#### Tree Collision {#tree-collision}
Makes forests easier to traverse.
### User Interface {#user-interface}
#### Placeables {#placeables}
Shows an item picker window for all the buildable things in your inventory. Really useful for overhaul mods that introduce a lot of buildings.
#### Orphan Finder With UI Button {#orphan-finder-with-ui-button}
Adds a toolbox button that highlights underground pipes and belts that don't have a counterpart.
### Weapons {#weapons}
#### Ceisc's Maximum Range Projectiles {#ceisc-s-maximum-range-projectiles}
This lets you throw grenades at max range when your mouse cursor is outside the green range area. In vanilla Factorio, when you try to throw grenades like that, it just doesn't do anything, and this mod fixes that behavior.
#### Combat Bot Booster {#combat-bot-booster}
Combat bots no longer expire on a timer. Instead, they start with some ammo and they expire when the ammo runs out.
## Aesthetic Mods {#factorio-mods-aesthetic}
### Lights {#lights}
#### BIG LIGHT {#big-light}
Increases the size of lights on train stations and other things.
Not much to say, these change the way AngelBob looks, making some items easier to see, and upgrades the overall fidelity.
#### Automatic Train Painter and Automatic Station Painter Continued {#automatic-train-painter-and-automatic-station-painter-continued}
Automatically changes the colors of the trains and the stations they visit based on the train's contents. Just makes the game prettier and more interesting to look at.
#### Black Rubber Belts {#black-rubber-belts}
Makes the belts nicer, in my view.
#### Fluid Wagon Color Mask {#fluid-wagon-color-mask}
Changes the colors of fluid wagons depending on their contents.
#### Labcore {#labcore}
Makes the labs less boring.
#### Science pack glow {#science-pack-glow}
Science packs glow.
#### Thicker Power Wires {#thicker-power-wires}
Makes power and circuit wires more visible by making them thicker.
#### Tinted Ghosts {#tinted-ghosts}
Change the tint of ghost items for better visibility.
### Signs, Displays {#signs-displays}
#### Holographic Signs {#holographic-signs}
Pretty signs you can configure.
#### Nixie Tubes {#nixie-tubes}
Aesthetic tubes for displaying circuit network signals.
#### Text Plates {#text-plates}
Create pretty text labels for your factory.
### Tiles {#tiles}
#### Cleaned Concrete {#cleaned-concrete}
Removes ground decorations when placing concrete down. Just makes the factory look cleaner.
#### Dectorio {#dectorio}
Lots of things to make your factory look pretty.
Also adds a new tab to your crafting menu for them, to keep things tidy.
#### Even More Text Plates {#even-more-text-plates}
Adds more text plates, depends on the Text Plates mod.
#### NiceFill {#nicefill}
Makes the landfill match the surrounding tiles.
### Character {#character}
#### Gear Girl Character {#gear-girl-character}
Imo has better animations than the awkward Factorio Engineer.
## Summary {#factorio-mods-summary}
This is a more-or-less complete list of mods that I regularly play Factorio with. I _believe_ that it covers everything I might ever need to help the factory grow.
For most, this is likely to be entirely overkill. The purpose of the vast majority of these mods is to save time and help me focus more on design and process, instead of spending vast amounts of time placing individual inserters, or waiting for sufficient belts to be produced.
In any case! I may revisit this list in the future if I find something worth noting.
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