[DYL] factorio qol mods reddit

( Updated : October 23, 2021 )

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The 10 best Factorio mods for | Rock Paper Shotgun
The 10 best Factorio mods for 1.0
Best QoL mods for latest version 袙路 Aircraft 袙路 arts Belt Immunity Equipment 袙路 Auto Deconstruct 袙路 Chem Flip 袙路 Day Night Extender (longer days and. QoL Improvements. by killerblu14 Information 袙路 Downloads 袙路 Discussion 0. Latest version: ; Factorio version: ; Dependencies: No dependencies. Created: 1 year, 2 months ago; Latest Version: (1 year, 2 months ago); Factorio version: ; Downloaded: times. Vanilla Modules are now cheaper. QoL mods are about streamlining the game for the player, without changing anything about the mechanics that apply in the game world. Contains dependencies of Angel and Bob mods and some QoL mods. This mod merely pulls in Latest version: ; Factorio version: ; Dependencies. /add-surface /surfaces See FAQ to know how it works Warning: this mod contains some bugs and not compatible with many mods that changes surfaces, atm. Looking for some quality of life mods to remove some of the headaches of this wonderful game xD. The 10 best Factorio mods for 袙路 Bob's Mods download 袙路 Bottleneck download 袙路 Even Distribution download 袙路 Squeak Through download 袙路 Speed Control. Seablock or Seablock + other mods?: factorio. Best QoL Mods?: factorio The 10 best Factorio mods for | Rock Paper Shotgun. Best QoL Mods?

Post by sparr 袙禄 Tue May 29, pm. Post by Bilka 袙禄 Tue May 29, pm. Post by bobingabout 袙禄 Wed May 30, am. Post by Aeternus 袙禄 Wed May 30, am. Post by eradicator 袙禄 Wed May 30, pm. Post by posila 袙禄 Wed May 30, pm. Post by Bilka 袙禄 Wed May 30, pm. Post by eradicator 袙禄 Thu May 31, am. Post by Koub 袙禄 Thu May 31, am. Post by Aeternus 袙禄 Thu May 31, am. Post by Ranakastrasz 袙禄 Thu May 31, pm. Post by bobingabout 袙禄 Fri Jun 01, am. Post by Ranakastrasz 袙禄 Fri Jun 01, am. Privacy Terms. Skip to content. Factorio Forums www. Quick links. What are "Quality of Life" mods? Place to post guides, observations, things related to modding that are not mods themselves. Post by sparr 袙禄 Tue May 29, pm I frequently see people misusing this term, and it bothers me. I want to give a simple rule of thumb for figuring out of a mod is "QoL" or something more: If someone watched a replay of your game, with the UI turned off, would they see anything that couldn't be done in a vanilla game? If so, the mod you're using is not QoL. QoL does not mean "makes the game more fun". Everyone has a different opinion about what makes the game more fun, and that's fine. QoL mods are about streamlining the game for the player, without changing anything about the mechanics that apply in the game world, to and around the character. QoL mods don't let your character do anything they couldn't already do, or any faster than they already could. QoL mods only alter the interaction between the player and the game, not anything "inside" the game such as interactions between the character and the world. Those players should not be misled into adding mods that make game mechanic or game balance changes. This is not "my" definition. This is not specific to Factorio. It was a common concept in the Morrowind modding community 10 years ago, among others. It's a common concept in the modding communities for a hundred other games today. There might be some grey area if you play with nonstandard settings. A lot of mods do something that gives you an advantage when fighting biters or biter bases. If you play with biters turned off then they might qualify as QoL in that context. There are mods that allow you to build closer to trees and cliffs, but if you play with all desert or no cliffs then those might qualify as QoL in that context. You're not only not in the ballpark or the same league, you're playing a different sport. Re: What are "Quality of Life" mods? How far you go with changing the game is up to the user. There is no set definition, and there will never be. Feel free to contact me if there's anything wrong or right with it. It displays the GAME time people get confused and think it's supposed to show their real local time on a button in the top left corner. Yes, it's just clock, not bobclock, the only one that doesn't have a bob prefix, because the original version was written by a friend, who didn't want to publish his mod. I have been considering making a more advanced bobclock mod. I've been thinking about it, no plans to actually do it yet. Bob Inserters is often considered QoL, though it does add research to unlock the options on the GUI, and does allow you to perform actions you wouldn't usually be able to do. But it doesn't add any "Content" like all my other mods do that I haven't mentioned already. Creator of Bob's mods. Expanding your gameplay since version 0. I also have a Patreon. Stuff like: - Bigger inventory to lug around more stuff - More quickslots - Alternate ways to select stuff or read stuff such as "long reach" - Vehicle steering aids that snap to a heading None of these offer new ways to play, they just make it easier to play the existing way. In my opinion. Post by eradicator 袙禄 Wed May 30, pm sparr wrote: QoL mods don't let your character do anything they couldn't already do, or any faster than they already could. I'd expect every mod to make the game more fun for someone , so is every mod QoL, Bilka? I don't have much experience with mods, but what sparr wrote was my understading of "quality of life" phrase in context of mods or features. Even though, I wouldn't be surprised if I found for example mod unlocking loaders under QoL category. Post by Bilka 袙禄 Wed May 30, pm posila wrote: I'd expect every mod to make the game more fun for someone , so is every mod QoL, Bilka? Post by eradicator 袙禄 Thu May 31, am posila wrote: Wall-hack changes balance of a game, so I don't think it is QoL. At your current production rates you'd have to switch back and forth about once a minute. Here's three possible solutions: 1 Do it by hand. You'll probably forget about switching most of the time and even if you don't you'll have bad timing. Then build a complicated circuit to measure production and change active reserach based on circuit signals. But is 2 QoL and 3 not, because 3 adds a new combinator? Even though 2 is much more efficient and fully automatic while 3 requires an effort by the player to even do anything? If yes, then "QoL" is more like "optimize away that part of the game that i don't like so i can enjoy the rest". And there's no way to generally define the "what i don't like" part. Post by Koub 袙禄 Thu May 31, am Yep every one has his own vision of where QoL stops, and game changing starts. Longreach, squeeze through, time controls, Or not, depending on who is speaking. Now I stick to vanilla, hoping that mods I appreciate have their core features added to the game wether they are considered QoL or not. Koub - Please consider English is not my native language. Post by Aeternus 袙禄 Thu May 31, am Wallhacks are not QoL in shooters , because it alters the perception of one player, which in shooters is usually a gamebreaking advantage. Aimbot as well, since the ability to miss and reaction time are part of the gameplay. At least in shooters. If you have a wallhack in say, a godgame like The Sims, it wouldn't matter much and it could be QoL if toggle-able, makes it easier to find individual lemmings that way. Anything that doesn't change actual game mechanics, objects, etc, but can change how the player interacts with them. That said, I do agree that QOL should mean the same thing. Post by Ranakastrasz 袙禄 Fri Jun 01, am Overhaul. Yea, that was what i was looking for. Board index All times are UTC.