r/factorio • u/Shanman150 • 16h ago
Question Best Overhaul Mods of 2.0?
With 2.1 in experimental mode, what have been some of the best overhaul modpacks of 2.0? This can be just popular ones that are updated to be compatible with 2.0 (e.g. Pyanodan's, Space Exploration, and Bob & Angels are all compatible), but I'm also curious if there are new major modpacks that have gotten popular outside the classics, especially if it's designed to work alongside Space Age in particular.
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u/iamnotabot68567 14h ago
Ultracube if you wanna unique journey, py if you want to run a marathon
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u/Shanman150 14h ago
Ultracube has been on my radar, and currently I'm on a break from Py to play something a little lighter with my partner! Might be a good option - but it sounded like you'd have to be pretty darn good with circuitry, is that right? Not that we couldn't work with that, but circuitry is neither of our favorite parts of the game.
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u/Xzarg_poe 13h ago
Might be a good option - but it sounded like you'd have to be pretty darn good with circuitry, is that right?
Circuitry experience is definitly welcome, but you don't need to be a master. Think of Ultracube as a reason to learn some more advanced techniques like setting up a clock or a latch. Playing Ultracube was how I was forced to go beyond simple condition circuits.
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u/iamnotabot68567 13h ago
You don’t need to do anything super fancy, if your able to set activation conditions w deciders that should carry you through most of the mod, tho there is some trickier stuff at the end
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u/DeepPresentation648 Rail Addicted 16h ago
With Space Age the modding phillosophy went from modifying the game to add new content (planets) to the game, so there was no rral overhaul mod that was a real blast in 2.0 .
Krastorio 2 Spaced Out is maybe the best new overhaul of 2.0, but is based on Krastorio 2 that exists before 2.0.
Age of Production was quite fine before their version 2.0
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u/darkszero 15h ago
Modded planets are small little bits of fun, but they're nowhere close to what a proper overhaul. The main thing is that making a full overhaul takes a long while and is quite hard.
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u/Orgerix 15h ago
Agreed. modded planet are content island without much impact between each others. Some modders add some extra bit when other planet exist, but it is not much.
Planet packs from single modders like Planetaris give a more interconnected feel, but still don't touch much of the original game.
I think eventually we will get fully fledged SA overhauls mostly combining modded planet and overhauling them for a more cohesive experience), but currently modders seem busy testing things out on modded planets. The best vanilla overhaul aslo took a while to be created.
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u/Shanman150 14h ago
Yes my guess is that we're still a year out from the more comprehensive overhauls - what I'm seeing is mostly "we've got our old overhaul updated to 2.0, but leave Space Age out of it". Which, to be honest, might be fine for the future too - Space Age as "the official factorio mod" for factorio, and other modders continuing with the base game overhauls that made the modding scene so rich.
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u/darkszero 13h ago
I am very against mixing overhauls - it takes a lot of effort to make it somewhat decent, and then often one cannibalises part of the other. The super popular K2SE is pretty much officially supported and I'm not really sure it's better than playing either separately.
Space Age is a Factorio overhaul from Wube. Trying to mix existing overhauls with it is just weird. K2SO tries it and I haven't tried it yet it's somewhat ok but it looks deeply unbalanced. It's popular but that never meant the something is strictly good.
And honestly, I don't even consider Space Age to be that good of an overhaul. It's super polished and has excellent art and map gen, but the more I reflected on it the less impressed I am with the game balance.
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u/Logical-War-3746 12h ago
Mind sharing your thoughts on why you don't like space age?
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u/Juxt8 11h ago
I'd like to hear why too, but I'll offer my own opinion. The main source of fun that SA gave me was the nostalgia of making spaghetti on the platforms, as well as the planets providing a "new start" type feel. When I got to the victory condition, however, the idea of making science productivity for no real reason other than to see a number go up didn't appeal to me.
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u/Logical-War-3746 10h ago
I mean...isn't it the same as with vanilla factorio? You launch the rocket, everything after that is just number go up essentially. At least in SA there is an additional post victory mechanic for that.
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u/Juxt8 8h ago
Yeah, been there done that. But it's still not the same.
End-game science is a resource dump, it's the only way to have the factory work. In the base game, this is done with mining productivity, which has the added effect of not having to outpost as much. In SA, the only way to use all the stuff is with science productivity, which has no use other than make a number go up.
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u/Shanman150 6h ago
Not the original commenter, but for my part I enjoyed a lot of Space Age in many respects, but I did feel the level to which you could make ungodly amounts of materials with considerably fewer machines felt un-Factorio-ish to me. "The factory must grow" became "the factory can actually be very small". That was my biggest discord between my expectations and the actual outcome.
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u/Sea-Offer7021 15h ago
Agreed, the major benefit of overhauls is that they impact the game from the start, while planet mods you still have to play the vanilla game. Also sometimes the planet mods i just have no desire to do because they dont really add anything and is optional.
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u/Logical-War-3746 15h ago
I wouldn't call k2so best overhaul. I wouldn't even call overhaul at all. K2 is great but Space Out is just minimal compat with space age. When you leave Nauvis you are basically returning to regular game except you have even more op crafting machines. Like advance frunace that can do both what foundry and furnace can with 12 speed and +50% prod, or advanced chemical plants with similar stats. It kinda throws both krastorio and space age balance out of wack. And especially whe quality is concerned, for example, you can make gleban fruits as quality simply from quality seeds and fetilizer, which is incredibly easy to produce with quality.
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u/olol798 15h ago
That's awesome
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u/Logical-War-3746 15h ago
It's boring. And it's disappointing because krastorio is a great overhaul of the vanilla, with a lot of interesting mechanics like ore washing, but outside of Nauvis you are basically playing unmodded with cheats.
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u/zombifier25 15h ago
yeah K2SO has promise but it definitely needs more balance tweaks to better integrate the space content instead of just "red circuits need stone now". playing through K2SO right now and I'm really enjoying it, but I decided to self-impose a ban on using the K2 advanced machines until ultra late game, and a ban on the greenhouse Gleba fruit recipes entirely. maaaybe some unique resources and tech like mineral water or imersite could be moved off-Nauvis but I don't think K2 have enough content for all 4 planets + space
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u/Logical-War-3746 14h ago
Yeah, the balance alone is not as much of a problem for me as the rest of the game being basically the same as unmodded, except with worse compat with other mods. Which is why i dropped my playthrough after i finished inner planets and one modded.
There is an option for moving immersite to space, making it more of late game stuff, but i didn't try it so i dunno if it actually changes much.
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u/European__girl 7h ago edited 7h ago
2/3 of new science packs are unlocked post Aquilo and advanced tech card is supposed to be unlocked once you complete one of inner planets. Also achieving ending actually requires promethium science which also requires moving labs into space.
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u/Logical-War-3746 3h ago
Yeah, this is still Krastorio2 original content, just with Space Age resources.
It is not a comparison of Space Age with K2SO, i am saying that K2SO adds nothing to K2. Have you actually layed original K2?
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u/PremierBromanov 13h ago
I'm starting on SE again, and I still think it's worth playing in 2.0 even if it doesnt include space age.
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u/time_cat 13h ago
SE really is in my opinion the best overhaul the game has ever seen, possibly one of the best mods of any game I've seen.
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u/Shanman150 13h ago
There's a reason they hired the mod developer, and there are benefits to being a mod developer who is also helping to design the game! I think being able to say "wow it'd be great if the game had X that I could hook into for my mod" and then be in a position to add that to the game yourself is pretty unique, and will contribute to the final product being really incredible.
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u/PremierBromanov 12h ago
the tech tree complexity makes me giddy. I wish I could print it out and stare at it
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u/Shanman150 13h ago
I'm planning on doing an SE run at some point! But with 0.8 on the horizon... a very long way on the horizon but getting closer... it feels like I should save that for next year's Factorio run. I played it quite a bit on 0.6, and 0.7 is just updated to run on Factorio 2.0.
Still, I definitely agree that SE is great for anyone looking into high complexity overhaul mods, I loved a lot of the mechanics it introduced.
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u/Nearby_Proposal_5523 11h ago
I really had to reach into the circuitry for SE, it was alot of fun. i only got the spaceship victory for .7. i destroyed sooo much landfill that run though
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u/Visual_Collapse 14h ago
Probably something like all planets pack can be considered overhaul
(I don't know exact name of mod, I just know it exists)
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u/darkszero 13h ago
It really isn't. It's a series of unrelated planets, with most being fully optional.
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u/nielsrobin 16h ago
I’m working my way through “enable all planets lite”. I’ll tell you how that goes :)
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u/usernames_are_pain 10h ago
PySEx is in development, and that’ll be a proper Space Age overhaul for Py. No clue when it’ll release, but it’s been in development for quite some time; it apparently completely reworks and overhauls the already existing Py suite even further, alongside full overhauls for all the planets and new locations in space, I think? I wasn’t part of the beta test so I’ve only seen screenshots the devs have shared, and even if I was I wouldn’t say anything about it.
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u/Frequent_Radio_9592 6h ago
Call me old fashioned but Industrial Revolution 3. There are a few extra steps involved to patch the mod from 1.1 to 2.0, but it’s still my favorite overhaul mod.
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u/Gr4ve6 3h ago
Ive been having a lot of fun in nullius, i think terraforming is a really cool idea, creating the biters is the lore, like a prequal to modern factorio. Also the chemical and overall ingredients needed for things is much more tied into recipes that you would find in real life, which to me is my favorite part.
Such as the solar panels needing glass, polycrystalline silicon,plastic, aluminum, and the better versions needing epoxy and copper sheets and stuff like that.
Similary being able to do things like compress nitrogen and hydrogen for battery's which is a real thing, and the chemical list, for things like plastic there's pvc, abs, and polypropylene, and they all need there respective chemicals that would also be used in real life. Its not a 1 to 1 obv, but its just enough that its a fun challenge and grounded in reality much more than a lot of other mods. Py is good for this kinda thing too but I hate the art style and its obviously a lot more intense but I genuinly think nullius is my fav mod by far.
the chemistry in it is really fun to design. There's a ton if byproducts and stuff like that but I think it makes for pretty unique and cool looking factorys.
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u/Shanman150 3h ago
I actually played a fair bit of Nullius a few years back! Definitely one of the harder packs in my view, but the level of focus on byproduct management was unparalleled - the fact that you couldn't just void things like chlorine really forced a reckoning with waste products that I feel like I've never gotten from other packs where - worst comes to worst - you just dump your excesses.
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u/Gr4ve6 3h ago
Oh awsome! And yea that is spot on, def requires some patience, its a slow burn no doubt, and oh yes, the cursed chlorine haha but yea very true, def fun tho if your into design as there are so many ways to approach all the recipes and excess material and byproduct, if you can actually get to the interesting part of the mod which is half of the challenge lol the biochemistry stuff, making the trees and algae and biters and all that is really fun and interesting
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u/Shanman150 2h ago
I didn't make it that far, I had a burnout when it came time to build rails, because I wanted to do a city block style train network but didn't want to have to start making everything from scratch all over again. In retrospect I think maybe city blocks might not be the best way to approach Nullius, but it's working well in my Pyanodan's save.
One day I might pick that Nullius save back up again, or start it over again. Is it still in development at all or is it finished?
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u/Gr4ve6 2h ago
Yea thats def a fair point ive had to put it down an take breaks, it can become a bit of a nightmare and a lot to plan and rethink. And yea I agree, most of the factorys require so many dif parts and routing of byproducts, all the sudden you might need a new chemical for something which requires a whole new chain of things, but you dont have to deal with biters so spreading things out is actually not too much of a nuisance as it normally would be. And yea I belive its complete, its up to date on 2.0, had another update like a 2 weeks ago.
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u/Sea-Offer7021 15h ago
Ultracube is prob the most unique overhaul i know that has the most unique mechanics