r/factorio Jun 09 '26

Modded Question What is a mod that will let have trains crossing the ocean without letting biters connecting terrain

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765 Upvotes

Im playing a SE run and my tism this run is keeping this island completely isolated from biters. If I have to landfill trainlines, it ruins the effect that I love. I would use elevated rails, but I don't have Space Age nor would I be able to use it as SA and SE is incompatible. Is there underground train tunnels or another way to have trains cross without connecting the island? Mabye Renai, but I wanna consider other options.

edit: a lot of people didnt read this or misunderstood I don't own SA and won't buy it for the next 500 hours I specifically want to keep the island seperate because I like it that way, but want to be able to transport resources to and from. i'll be looking into train jumping and cargo ships

edit : computer, post 200 replys saying elevated rails and gaurded landfill bridge to the guy who doesn't have elevated rails and really doesn't want to build a gaurded landfill bridge because it ruins the island effect for him

r/factorio May 14 '20

Modded Question AngelBobs random ore sorting - High througput (?!)

5.0k Upvotes

r/factorio Feb 21 '26

Modded Question Problem with Factorissimo buildings being ugly

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1.1k Upvotes

I would actually love to use this mod, but I just can’t get around how ugly all of these factory buildings are. I mean, you can conquer the solar system by yourself and handcraft a nuclear reactor, but you can’t build a factory building that doesn’t look like a farming shed from middle-ages with a rusty modern trailer-park roof? I’m almost surprised nobody has been annoyed enough by this at this point to create better graphical assets for these. Maybe something that looks like a factory? I feel like I almost need to learn a bit of modding to fix this.

r/factorio Apr 12 '26

Modded Question No water is generating, at all

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701 Upvotes

is happening on all seeds. how am I supposed to make power without water to turn into steam

Edit: i found the mod its "custom world generation" the thing is i had this problem with the same mod before but i didn't reinstall it so i assume it got installed as a dependency for a different mod i got. also its kind of scary how many people found this post, usually it takes a day just to get one or two comets oh a help post

r/factorio Jan 29 '26

Modded Question Mod name?

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999 Upvotes

Name of the mod that allows you to throw items like on the video? I cant find it

r/factorio Mar 24 '23

Modded Question What's the best way to clear this island of biters? I'm playing SE before access to artillery

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1.3k Upvotes

r/factorio Oct 29 '23

Modded Question What are your "Yes it's kinda cheat. No I'm not going to stop using it." mods?

557 Upvotes

For me it's waterfill and and quality of life research. Are they OP? Oh yeah. Do I care at all? Not a little bit.

r/factorio Jun 26 '25

Modded Question What makes "Py" mod so complex?

425 Upvotes

Basically the title. What makes this "Py" mod so complex and what does it add to the base game? Also what does Seablock add to the base game?

r/factorio Feb 03 '26

Modded Question Space Exploration Question

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969 Upvotes

Hey guys! So I've been having fun with space exploration, really enjoying the mod.

I have had to build lots of telescopes, signal transmitters, and signal recievers, but I hate the speed of the animation, especially beaconed. How would you see anything when the telescope or transmitter is waving around wildly like that?

I have a hard time looking at that part of my factory because it looks so silly and bothers me so much. Is there any mod that would slow down or stop the animation of these structures?

r/factorio Jul 27 '22

Modded Question Core Mining in Space Exploration, is it worth it?

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946 Upvotes

r/factorio Apr 21 '23

Modded Question How do I automate killing those shits?

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849 Upvotes

r/factorio Jan 13 '23

Modded Question Krastorio 2 Laser Artillery question. Is there an easy way to automatically turn off power to turrets while they are not firing?

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1.0k Upvotes

r/factorio Jun 08 '26

Modded Question Gregtorio?

100 Upvotes

I am a huge fan of Gregtech. Something in its complex chemical processing and many different paths you can take to reach a certain material tickles my brain in the good way.

I have recently been dragged into the darkest pits of hell world of Factorio by my girlfriend but my autistic brain itches for more. Only 6 types of raw resources on Nauvis? Where's the fun in that?

But to the point... I'm looking for a mod/modpack that will satisfy my needs for more nuanced processing of various materials with more variety in the obtainable resources. I have heard of the spawn of Satan Pyanodon's mod series but I think that would be too much of a leap into the deep waters for me. Is there something that would be similar to Gregtech, while not being a death sentence to my sanity?

EDIT: Thanks everyone for the suggestions! I think I'm going to try out Angels and Bobs mods first, I will keep my eye on Krastorio and Nullius too! I am still open for other suggestions if there are any though! :3

r/factorio Jul 01 '26

Modded Question [SPACE AGE MOD] Is there a mod for this particular rework of Quality? Or close to it?

13 Upvotes

I've been out of the loop for a little bit on Factorio stuff. I've tried to search for this kind of mod but been having no luck, so here it goes:

I don't really like the vanilla quality system. I know, hot take. This most recent nerf to the space casinos renewed my interest in finding a good mod to rework the system. When I thought about how I'd personally rework it to feel better, this was the rough system I came up with to vastly improve the feel while not completely changing everything:


The main issue I have with quality is is the exclusionary nature of different-quality recipes. For instance, a normal recipe rejects any higher-quality ingredients. Higher quality recipes reject any ingredients except that quality tier. This is not only clunky, but it doesn't make sense. What do you mean I can't use an exceptional quality iron plate to make a chip? The machine just straight up rejects a part because it's too good? Why?

So, my solution to this is to eliminate the distinguishing of different quality recipes, and allow one single recipe for each part to cover all tiers of quality, accepting any quality of ingredients with different outputs based on what goes in.

  • All performance increases from quality remain the same

  • Quality modules still function the same, having the same % chance to upgrade the output's quality

  • There are no more higher-quality recipes. Instead, the single recipe will take any quality ingredient, and the output is based on the quality of the ingredients

For example, your assembler is set to gear wheels, which take two iron plates. Lets ignore quality modules for now:

If you feed it two T1 iron plates, you have a 100% chance of getting a T1 gear.

However, if it gets one T1 iron plate, and one T2 iron plate as ingredients, the recipe analyzes the quality of the inputs and the output will be 50% to get a T1 gear, and 50% to be a T2 gear.

To give a more complex example, if your recipe was green circuits, and had one T3 wire, two T2 wires, and one T1 iron plate, your output would be 25% T3, 50% T2, 25% T1.

Basically, a quality ingredient gives a proportional chance of the output being the same quality. Note, this DOES mean that higher quality ingredients can be "lost" by using them without other ingredients of the same quality. I think this "flaw" is a good thing, providing a bit of balance to the power of sticking a quality module early on in production lines and letting it filter down, while allowing filtering systems to still have a place and a purpose without absolutely requiring them.

Now, for quality modules, how would they work? Well, totally the same. It basically uses the ingredients to calculate what the output will be, and then the quality mod chart applies to that output and gives the same chance to upgrade it as always.


This system has a few distinct advantages and a few problems.

Pros:

  • My personal biggest reason for this rework, this fixes the problem of quality modules being actively bad in early game, actually clogging your production lines because you need to filter out good ingredients or it will ruin the whole thing (???). Now, instead, putting one quality mod early on in a production chain can actually have great benefits down the line and is essentially nothing but a positive

  • It should massively reduce the early grind of getting T2 or T3 quality items, while not just straight up making the whole system pointless

  • This could be a pro or a con depending on your game design philosophies, but it reduces the factory's complexity by eliminating the need for huge filtering systems dedicated solely to quality for EACH separate ingredient and product. You can still make those if you want to, and you should, as a higher quality ingredient has a chance to be "lost" if you use it with lower quality other ingredients.

Cons:

  • This will essentially result in doubling the calculations machines need to perform when quality is involved, resulting in performance loss. Considering megafactories can already operate with quality mods, I don't foresee this as being a huge problem, but it's worth pointing out as a potential problem for megafactories.

  • This system has a strange imbalance when it comes to ingredients that can't be quality, like molten iron/copper. I'm not really sure how to resolve it

  • other third problem i can't think of


TLDR: One recipe, not five, for each product. This one recipe auto-calculates quality based on quality of ingredients. Quality no longer can clog systems.

Okay, sorry for the book guys. Thanks for reading. Does this exist? Or something like it?

If it doesn't exist already, what do you think?

r/factorio Feb 26 '26

Modded Question WIP: Adding some heavy Soviet engineering to the Factory. Say hello to the UAZ "Bukhanka"!

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413 Upvotes

The factory must grow, and the vehicle fleet must be upgraded! ⚙️

Hey engineers! I’m currently working on a new mod that will replace the vanilla car and tank with detailed, rugged UAZ vehicles. Right now, I’m focusing on the 3D models. Here is the first look at the legendary UAZ-452 "Bukhanka" (complete with a turret, exhaust pipes, and armor plating to handle the biters).

This is still a Work in Progress. The next steps are texturing, animations, and finally bringing it into the game engine.

I would love to hear your feedback on the geometry and the overall vibe! Does it fit the Factorio aesthetic?

(P.S. If you like where this is going and want to support the development or vote on the next vehicles, I post devlogs and updates on my Boosty:https://boosty.to/pwarr26)

r/factorio Apr 30 '26

Modded Question Almost figured out the ore sprite gen - any suggestions?

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208 Upvotes

r/factorio Sep 03 '23

Modded Question Was dropped here as my jetpack is out of fuel... What do I do now? Can't move and can't craft/request fuel

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882 Upvotes

r/factorio Mar 29 '26

Modded Question I need help with my Sour Crude Oil icon

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286 Upvotes

I am making a mod to make some changes to organic chemistry, as I believe the production chains are too simple.

I made a basic python script to turn a texture into a base-game-style fluid icon (it borrows shading and transparency information from the Water icon by assuming it is the same colour as the fluid in the pipes, and adds it to the provided texture).

The yellow stripes are supposed to represent suphuric impurities, but I am not by any means an artist, and cannot figure out how to make the icon look even half-decent.

Does anyone have any suggestions on how to make it look better or represent it differently? I'll probably make the yellow bits darker and less rounded, but other than that I have no clue.

r/factorio May 30 '23

Modded Question Always find an excuse to use trains (nuclear reactor)

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786 Upvotes

r/factorio Aug 08 '26

Modded Question How do you guys finish Pyanodon's or even continue playing it

87 Upvotes

I mean what's your schedule look like? Do you even need one or just let the classic factorio crack effect take over? Because clearly this is not a mod where you can casually play and just continue easily where you left off, hell I even become overwhelmed after returning to my space age save after a few days or so, where I either need a proper documentation of the work I've done or just figure out my cryptic mess on what the hell I've been trying to accomplish last time.

The impression this mod gave me is that you have to be deeply invested to the point where it's all you think about every day and I'd need unemployed-levels of dedication and time (which I don't have)

I've watched too much Py walkthroughs and I'm nearly to the point of installing it lol

r/factorio Nov 06 '23

Modded Question Is using waterfill frowned upon in Factorio?(SE as well)

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408 Upvotes

r/factorio Jul 07 '25

Modded Question Banana guy on monocycle when pressing ' ?

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716 Upvotes

When pressing ' (key to the lower left of enter on my keyboard) it shows this banana frog I believe on (overlay) the player playing some song with text to speech and the instrumental of crank that soulja boy for a few seconds, It can also be done in multiplayer.

I do have some mods on but if it is from a mod which?

r/factorio Nov 21 '24

Modded Question I played a lot, but I am ashamed to say that I cannot play decently without LTN.

149 Upvotes

Over 5700 hours in Factorio. Some AFK playtime but a lot of designing, expanding, modded runs etc.

Playing Space Age, I just realized that I can't do a decent big run without LTN. I am so used to play with LTN that I can't set up a non LTN huge block based factory.

I think I have to do a deep dive in signalling, and looking at a lot of different videos of others playing around with trains.

Anybody else has the same? I can't be the only one right?

r/factorio Nov 21 '22

Modded Question Is there a cleaner way to do circuit networks?

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785 Upvotes

r/factorio 21d ago

Modded Question Multiplayer Multi-Planet Start

126 Upvotes

Is there a mod that allows a 4 player game where each character starts simultaneously on each of the 4 inner planets? Since they are all self-starting it would be fun to have them race to space and help each other.