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What mods do you guys feel are worth using?

Posted: Wed Jan 08, 2014 12:53 pm
by Antmf
Being new to the game I am really enjoying it and was wondering which mod/mods you guys recommend that make the game even more so enjoyable? Please let me know. Thank you...

Re: What mods do you guys feel are worth using?

Posted: Wed Jan 08, 2014 1:27 pm
by malokin
Wait until you get the concepts in factorio down before adding alot of complexity, but once you feel comfortable, try DyTech.
https://forums.factorio.com/forum/vie ... =14&t=1563
This will reinvent the whole game if you are starting to get bored.

Re: What mods do you guys feel are worth using?

Posted: Wed Jan 08, 2014 1:32 pm
by FreeER
Um, like the top half of the mods subforum :) But I would definitely recommend the Treefarm mod for anyone, mainly for the treefarm. Maybe not DyTech if you dislike difficult or haven't played much yet. Test mode is unneeded as a regular mod, but really useful for, well, testing :) As for mine, well some are mostly proof of concept, others I actually like (blast mining, cloning, and Ilbike) Though I've no idea how many people might be using my mods so...

Re: What mods do you guys feel are worth using?

Posted: Tue Jan 14, 2014 5:47 am
by Ardagan
I wonder why not guys add mods as part of game?

That would be much easier for both: experienced and newbie players.

You just open mods section and instead of just turn-on/turn-off u also get update/download mod and, probably, rating.
Last one actually adds part of online stuff, but downloading and distributing mods should be possible to implement on top of existing update system.

Re: What mods do you guys feel are worth using?

Posted: Tue Jan 14, 2014 6:55 am
by ssilk
Mods as part of the game. Hm.
It's not that easy, because that would need them to check the correctness. And not to forget, that the mods are eventually incompatible with others.

I mean to do something like that we need before that
- something like a database. The wiki-page https://forums.factorio.com/wiki/index.php?title=Mods can be only a start.
- a database only is able to keep track of incompatibilities and versions
- a registration process for the mods. It's not a must, but only registered mods can be installed by the game
- eventually a signature, so that the game can distinct between registered and unregistered mods
- simple verification (mod info correct etc.) and checksums to prove correct install
- in game turning on/off mods as possible and the player likes

Re: What mods do you guys feel are worth using?

Posted: Tue Jan 14, 2014 7:11 am
by Undermind
Steam workshop will be good for mod sharing.

Re: What mods do you guys feel are worth using?

Posted: Tue Jan 14, 2014 7:44 am
by kovarex
In the far far future, I can imagine this.
People could browse and choose mods directly from the game.
In even further future, I can even imagine that some of the mods could be non free and people could buy it, it could motivate some of the modders to try hard to have the best product to compete against the free ones.