ModuleInserterSimplified
FactoryPlanner
ModuleInserterSimplified | FactoryPlanner | |
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14 | 64 | |
3 | 78 | |
- | - | |
5.7 | 9.2 | |
3 months ago | 4 months ago | |
Lua | Lua | |
MIT License | MIT License |
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ModuleInserterSimplified
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I never thought it would happen to me...
As for the module planner, consider checking out Module Inserter Simplified. It's a bit more streamlined.
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What is a mod you wouldnât be able to live without anymore?
Bottleneck, constructron, enhanced_map_colors, even_distribution_lite, fastremovetiles, module_inserter_Simplefied, quickmaptag, realisticores, uranium_geiger, VehicleSnap, WoodDoesBurn
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Mod Recommendations to go alongside K2+SE
Module Inserter Extended and Module Inserter Simplified - Pretty much what they say on the tin, they add extra tools for more easily shoving modules into everything. I used to use Simplified, but the altered beacons in SE made the flexibility of Extended very useful, and both are very easy to use (though if you're using Extended and often adjust your presets, remember to click the dang check box in the popup UI before closing it!)
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Did you know you can put fish back with "z"?
Also the excellent Module Inserter Simplified, Factory Search and various other cool mods.
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Havent played for a while, what are the best QOL mods?
Module Inserter Simplified (or Module Inserter) - Allows to insert modules with bots after buildings are already built.
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PSA: Nav-Sat view, while not in space exploration mod
If you add my other mod: https://mods.factorio.com/mod/ModuleInserterSimplified
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Modules help
I recommend Module Inserter Simplified (newer, simple interface) or Module Inserter (older, different configuration style).
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100+ hours into an SE factory with a dozen planets colonized, and just realized I've been placing MK3 production modules instead of MK9. Every. Building. Luckily, there's a mod for that. Whoever created it, I love you dearly.
Module Inserter Simplified lets you simply drag around buildings to add or remove the selected module.
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Can you insert modules into beacons from the map? Or do you have to walk around and manually insert them?
If you're OK with mods then Module Inserter Simplified can let you request modules for buildings from the map.
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I spent 34 hours designing this 2-2 balancer. What do you think? I'm quite proud of it (Pyanodons)
ModuleInserterSimplified
FactoryPlanner
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Hello, this is the first time I'm posting, I wanted to know what you think of my automatic red and green science system, I'm still quite new in the factory and I haven't made much progress yet because I always get caught up in madness and delete the world and start again.
(Or you can just use a site like factoriolab or a mod like factory planner to do the math for you and have perfect ratios anyway. The only wrong way to play is whatever way you don't find fun.)
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isnt this bus massive for early - mid game?
Use Factory Planner to figure this kind of stuff out. https://mods.factorio.com/mod/factoryplanner
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SE fatigue
SE has quite complex recpies, especially for space science and processing of the new ores. I would have stopped playing a long time ago if it hadn't been for planner mods like Factory Planner ( https://mods.factorio.com/mod/factoryplanner ). I found Helmod's interface to be rather complicated so I mostly use Factory Planner even though I keep both around (Helmod provides some additional options like planning your build around the amount of available ingredients or number of crafting machines). With the "matrix solver" feature, you can plan a factory layout that produces the amount of materials you need and takes care of most/all byproducts. This makes the process of planning fun instead of tedious and then putting it in action and watching your new factory section go brrrrrr as it produces a new shiny thing for you to enjoy feels very rewarding.
- Reactors
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Applying a tech research cost multiplier to a Seablock run
Using a planner like YAFC, Foreman, Helmod, and Factory Planner is highly recommended. Also, the following mods are recommended for a megabase needed to finish a high-multiplier game:
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Havent played for a while, what are the best QOL mods?
FactoryPlanner or Helmod - Helps designing production chains. Quite complex at start, but well worth it. Factory Planner is the newer and cleaner design.
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Right mods for Modded Minecraft Expert Pack & Satisfactory Lover
Factory planner. This mod allows you to plan out the production before hand (makes making everything pretty way easier as you know how many machines are needed)
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creating sand in se + k2
Secondarily, you could use a mod like Helmod and/or Factory Planner to help you figure out how to make items. These mods are better focused for chains - i.e. breaking down an item (e.g. a science pack) down into smaller parts (e.g. ores), but they can also serve the function of letting you know which machine to use for which recipe.
- Excluding red belts, what are some ways I can improve the throughput as my ore line descends
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Space exploration calculator???
I personally use the Factory Planner mod because it has some nice in-game features like automatic blueprints from the calculation.
What are some alternatives?
factorio-example-mod - Lightweight modular example mod with various features and compatibilities
factorio-blueprint-visualizer - A python library to artfully visualize Factorio Blueprints and an interactive web demo for using it.
PipeVisualizer - Visualize the layout and fluids in Factorio pipe networks.
Foreman2 - Visual planning tool for Factorio
factoriolab - Angular-based calculator for factory games like Factorio and Dyson Sphere Program
SeaBlock - Factorio mod pack Sea Block
FactorioScripts - Useful Python scripts for my Factorio mods
UntitledGuiGuide - A Factorio GUI tutorial
mods - Angelsmods Repository
yafc - Powerful Factorio calculator/analyser that works with mods
factorio-replay-timelapse - Make timelapses from Factorio replay saves!