Inspiration for beyond Bob Mods

This page summarizes the projects mentioned and recommended in the original post on /r/factorio

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  • yafc

    Powerful Factorio calculator/analyser that works with mods

  • a couple tips for py: - use YAFC. it's a calculator for production chains, similar to Helmod or FP. the difference is that it's an external application (not an in-game mod) and has a way better matrix solver, which is a godsend when trying to understand some of the ore chains. it was developed by a pY player, specifically for the pY mods, because the other calculators often wouldn't work with certain deeply recursive chains. (though it can also be used with other mods). YAFC also tells you which recipe is the best / most efficient way to produce some item/fluid. most things in pY have multiple recipes and it's oftentimes not always easy to see which route is the best. - as already mentioned, disable biters. pY is i. no way balanced for biters and it's officially recommended to turn them off - install some QoL mods for things like far reach/squeak though/etc. the pY buildings are very large so you'll just not have a good time otherwise - there is an official discord, which i'd recommend you join - use LTN or some other train mgmt mod. it is possible to play py with the vanilla train system, but you'll need an excessively large amount of trains and stations, which will weigh down your UPS massively. also, LTN is just a lot more flexible since you can have a single station requesting (or providing) multiple items, you can set priorities, and you can use separate logical networks for byproduct handling. for example werden you get a better iron chain, you can keep the old iron build running for a while and simply give the new one a higher priority - the animals/plants are modules, and you have to place them in the farms for the building to work - don't overbuild. for most things you'll get vastly better recipes later on and it's sufficient to have a basic ">0" production at first. - use RSO in order to not have any overlapping ore patches. - try out a couple of different map seeds and resource configurations before starting, you'll want to make sure that everything can be belted to your starter base w/out too much difficulty (it'll be a while until you get trains) - there's an option somewhere in the RSO settings (separate from the main map settings) where you can set the resource generation region chuck size (or similar). i set a rather large value here (14, i think?) in order to decrease overall resource density and spread things out more, since otherwise you'd have a hard time not constantly building over ore patches - a lot of people disable cliffs bc you get the explosives quite late (around green/blue science iirc) and have to build around them until then (keep in mind that the buildings are rather big)

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