9:29 You can paint things whiter by manually changing it's brightness when picking a color. @bedplaysgames has a video showing this, if you want to keep your world as little modded as possible. "Super AWESOME Satisfactory COLOR TRICKS you can use today"
Thanks, but unfortunately that method isn't consistent - walls, foundations, and pillars all end up having slightly different colors, and it doesn't work for all colors. Structural solutions has no such limitations.
the reason that power augmenters are not "cheaty" is because they are built with a finite resource, and they like the push and pull between using sloops for more power, or more items, which consumes an insane amount of power. not saying I agree with the distinction, just explaining it.
Oh I understand. I just think it's pretty silly that in the distant future our spacefaring descendants will trust random alien power sources but abhor something like solar or wind which is free and unlimited. My suspension of disbelief is straining. ;)
@@EnderpriseArchitecture well im not so sure we even exist as a species anymore. its possible ADA just cloned us to do this and is lying to us about earth. its obviously a gameplay and thematic reason for no renewable power. they want smoke belching machines for the aesthetics. although wind and solar power are far from free energy in real life.
@@EnderpriseArchitecture We build giant factory, you think we're trying to be environmentally friendly? In all seriousness, solar and wind would just be too easy and would make every other method of power generation completely useless unless they produce an abysmal amount of power.
@@KristoffMicske In Refined Power they just make a tiny amount of energy so the tradeoff is you have to make a billion of them to actually power a base. Perfect for early game, and then you have the modular generators for late game.
@@EnderpriseArchitecturethe devs on coffee stain said that solar/wind would just be boring, those would use infinitely available resources, and you'd just need to build a heck ton of them, if they nerfed it to produce less it would just need more of them and well, lag. on the other side, nuclear is super fun to setup and die... deal with the waste
I mostly don’t use mods because I think the game is well made enough that you don’t need them. However, I probably will get the infinite nudge mod strictly for vertical nudging. They say they don’t want that in the base game because then you can make floating buildings. We can already do that by building on foundations then removing them. Vertical nudging (and a bigger nudge distance) is absolutely required.
The only ones I use are infinite nudge, curve builder and auto link which connects things in blueprints that are touching. They don't change the game, just quality of life stuff.
Another mod I really love is modular load balancers, I still have to do the fun thing of calculating my inputs and outputs and making sure it is actually balanced, but when it comes to actually putting my plan together, I don't have to deal with some pretty insane belt spaghetti sometimes lol. Also the best part of infinite nudge is that it allows you to nudge extractors. Allows me to assign those damn things to my grid properly so I don't have to deal with weird curved belts just to hook it up xD It's the little things :)
Pre-1.0 i built an entire map game save using the Modular Load Balancers. Basically was a demand driven production instead of supply driven. If the player took a bunch of stacks of something the entire map worked to refill the storage. If the player has not taken stacks for a while the entire map is building awesome sink fodder.
Great video! Being a recent addition to the Pioneer ranks from many hours of Factorio, it's great to see what mods are what in Satisfactory! I'll definitely be trying out Satisfactory Plus, it closely resembles the Factorio Bobs/Angels mods suites and those are some of my most favorite of the Factorio mods! Thanks so much for this!!
Perfect Circles has a mode for making Perfect Curves. With X3-Roads, I was able to make a world network in a few hours. Also makes rail networks a fast build.
@@glnpry3492 I discovered Curve Builder by last_nomai_ as an excellent substitute. It's easier to use, though not as functional. It does not work with Blueprints, but then neither did the other.
My favorite mod was a simple counter for conveyors. It had a numerical value to see the rate per minute of what was passing through. Hope it's been updated.
Thanks for doing this. I'm so glad those building mods are working again. My 1.0 playthrough was getting tedious. I had no idea there were so many cool decorative mods. I did a SF Plus playthrough also. I got as far as I could. Since they didn't have nuclear, you kind of hit a wall with power and subsequently scale. I did manage to get all the new power slugs, a doggo house, a bunch of farms, a complete FaxIt network (so cool).
I showed that in the video, the problem is that the color you get isn't consistent between walls to foundations to pillars, and it doesn't work for all colors. I ran into big issues with this in my Season 2 playthrough. Structural Solutions is way better for this, the colors are perfect and consistent.
@@EnderpriseArchitectureits under advanced game settings, so that mod is still useful IF you still want to get achievements without spidercats. For me, idrc about achievements, but maybe some else does.
@@jutika5746 I'm honestly looking for a mod that lets you disable _other_ enemy types too... like seriously, hatchers can straight idi nahui even in peaceful mode.
I'd still strongly recommend the quality of life mods even if you don't add any content mods! They're really just basic functionality that's missing from the game, and they won't break anything if you go back to vanilla. Unless you *really like* laying down thousands of foundations in sets of ten at a time. ;)
I think SF+ is probably a lot closer to Bobs/Angels than K2 - there's a lot more complexity in ore processing right from the outset compared to the base game and that theme continues through the tiers
😅 I ended up mainly playing Krastorio, Bobs was too complex for me. I like the main game. I just wanted more resources and a few extra steps, I didn't want to deal with so many different byproducts and recipes from an early game resource
One content mod I like that wasn't mentioned is Waste Shielding. Its not updated for 1.0 yet, but it essentially added a new resource, lead, that can be refined from sulfur and make nuclear waste non-radioactive and even sinkable.
I've wanted a wood material mod for a while. And then you could make swatches look like different woods/stains. Also another QoL feature I'd like is setting a swatch to also have a preferred material as well as being able to switch materials while the build gun is out before you place the piece
I haven't found a great wood material mod yet. You can change the *base* material with the build gun, just bring up the options menu and then click left or right mouse button to cycle between them.
I agree, as wonderful as some of these are, I want a mod that adds more foundation/wall materials, and something that adds various models for trucks or tractors. Like gimmie a box truck and an 18-wheeler lol
Modular Load Balancers (MLB) is my one essential mod that I was waiting for to get going again. But one other thing that I wanted to call out, with Structural Solution concrete - it also picks up the metallic colors correctly, and it gets metallic shine.
there's no intelligent storage mode? is something I want give commands to storage in the format stop/open input/output when, like "open output and eject 1000 item when the storage is full" the output will go in the awesome sink
You could probably do something like this with Wiremod or maybe Ficsit Networks, but honestly for that you could just use smart splitters and set the overflow to go to the sink.
Mods is what make satisfactory. Without them its so limited and grindy. I like the added challenge of some mods and the features, IMO, that should be in the base game such as rotation in all directions, elevators, extra shapes, curves, circuits and logic, etc etc etc. I don't run mods that are cheats, but generally make gameplay less finicky. I know some things such as curves and making odd shapes like round pillar can be done through various gameplay hacks and overlaying 10 items to create the appearance of what you want, but I rather pick a circulare frames etc and click to simply plop it down. No hassle, no glitching.
The power augmenters isn't cheaty because it uses somersloops which take a ton of effort to get and there's only so many on the map. It's not like you can produce somersloops to make all the power you want. Plus the augmenter is mainly made for upgrading your current grid as a benefit to newer players who struggle with power as power is one of the biggest reasons people burnout on the game. The augmenter pushes that off a bit.
I get it, but as I said in the thread here already, I just think it's pretty silly that in the distant future our spacefaring descendants will trust random alien power sources but abhor something like solar or wind which is free and unlimited. ;)
@snake3837 I mean you always could, it just wouldn't be fast. The game always allowed you to beat it with very few actual resource nodes, but many players prefer to make as much of things as possible or even rebuild plants they already had. I do think that is a barrier for more casual players though who tend to be way less receptive to things like backtracking.
One thing i noted when 1.0 came out, if you use mods like Structural Solutions... and then disable it or send to a friend to check out your awesome world.. things simply disappear. For me thats a huge downside, ie: forces anyone on your world to use the mod, and can never really remove it without it jacking things up badly. It would be nice if these mod placed items like SS would become permanent in the save but oh well.. for me now Vanilla is good enough, though i like the nudge one and will surely have to get that.... great vid!
Yeah, this is why I specifically separated out the "content mods" that can break world saves from the ones that typically don't. For the blueprints I share I make sure to label all of the dependencies as well.
Satisfactory Plus feels closer to Arch666Angel mods for Factorio, which has Stiritite and Sahportite for iron and copper. Along with Arch666Angel mods, there's also a mixed feel with BobbingAbout's mods. which both sets of overhaul mods work together.
I absolutely love the QOL and decoration mods. The devs did a good job, but they really didn't go far enough in some areas. After the 1.0 update I stopped playing until Infinite Nudge and Settings Copier was working. Also love Flex Splines and Linear Motion. I forgot the name of it, but there's a mod that automatically connects belts to objects and other belts if they're touching, this really empowers blueprint scalability. Really wish I could move objects after I've placed them.
In regards to Satisfactory Plus, I find it highly amusing that the only overhaul mod seems to be a clone of the AngelBob suite in Factorio. Surely the Satisfactory community should have a few ideas of its own? Or even some variety in the ports.
Here is a small client mod list wich work on servers without having the mods installed on it. - Infinite Nudge ( a must have !!!) - Auto - Sort Inventory - Craft Anywhere ( very usefull) - Less Build Animation Effect - In Game Calculator Mod - Faster Manual Crafting Redux
Honestly, having storage options that doesn't allow radiation to leak out would be awesome! High quality, or higher quality biofuel? A crusher/separator that separates minerals from stone, & then the stone gets added to limestone for concrete! A foundry recipe for diamonds (double coal input)? Just normal recipes that are double their basic value (1-1 -> 2-2, or 3-3) unlocked when you unlock manufacturers(common sense recipes, why is this soo hard to consider)! Simple farming block by using a foundation & leaves, but use glass (walls & ceilings) to increase growth rate/quality of item grown(no trees)(doesn't need to be automated)! If you want to automate it, just keep it simple & base game friendly! A build able connector that teleports/receives items from across the world! It's bull that the character can teleport, but not singular items on a belt! I have more, but want to keep this 'rant' short! LOL!
@@larrykelbaughjr.1831 Some of these exist, in various forms. There's FICSIT Farming for growing things, not exactly like what you said but similar. For crushing ores/etc., check out Satisfactory Plus.
Not too many different mods that I didn't already use, though some I also count as highly useful QoL is GameTime and Bottleneck both by Andre Aquila (again). Game Time just puts a UI widget to track time in game, play session length and real world time/duration of play. Bottleneck is as it sounds, it puts a light orb graphic on all machines to indicated production activity to allow looking over a field of machines to find that one machine you inevitably forgot to wire/belt/set. The nice-but-sometimes-annoying-to-use part is the orbs are enabled/disabled by a chat line command. A mod I liked and used heavily until it was canceled well before power towers or 1.0 was Kyrium's Wireless Power. I did like that it had a power loss 'cost' when transmitting power over distances and the machines were well designed graphically.
I only used a couple mods years back, but I think Advanced Power was one of them. I feel like it was called more power or better power or something though. If it's the same mod, the windmills gave more power the higher up you put them, and I think it added an belt-fed engine for early game power (something added more recently in vanilla). Also, I'm pretty sure there's also a mod for Skyrim called SkyUI. :D
There is a useful wall/belt mod, Wall Gaps. It gives you a wall section (well two sections) that allows you to connect belts to a wall without having to jump over the belts on the inside of the building. In other words, you can put a belt into a wall on one side and have it come out on another side. Refined Power IS available. I just installed it.
Quick Tip: You can paint vanilla concrete as white as SS modded one. Just set your hue values to -10 (you have to type this, cant do so via the slider). I use pure vanta black concrete in vanilla everywhere. it also saves if you use it in a swatch!
Thanks, I cover this in the video and mentioned it in the comments here, but that doesn't work reliably for all colors and paintables. Walls, foundations, and pillars all take colors slightly differently and don't match even with this trick. Structural solutions is a reliable way to get consistent color.
Infinite splines is equal to infinite zoop imho. Works for power lines, belts, pipes, and traintracks. want to belt across the map? No problem, no more click drag click drag click drag, just drag from start to finish and bam, done.
from your list there are only 5 mods that i didnt use, the rest of them are in some cases like you said: must haves! one of my favorite though used to be area actions. basicly a big blueprint copy machine without having to run around to get the resources.
I definitely used to use Area Actions a lot - and I featured it in my previous mods video too! These days I can get by with using the larger blueprint machines and no-cost turned on.
@@EnderpriseArchitecture ikr? however. sometimes you need to build something custom made on the spot, and later realize you need more of the same thing: copy pasta the area in a builder it fits in: voila ;)
@EnderpriseArchitecture you can shrink yourself by scaling a tractor down and then driving it. And then you can scale yourself up aswell same way. To reset yourself just place a tractor normally and drive it and your fixed
there was a good item teleporter mod, you put it at end of a production chain, named it put another one at the other end with the same name and the resource would appear. It doesn't seem to be in the mod manager or updated any more. There is an alternative but it's no way as good
Even if you don't use the more complex bits, the Circuitry mod has an excellent custom sign designer. I'd argue that it's more powerful than RSS, even if there isn't as much variety in the types of signs you can place down. Real time machine and power-grid info on your signs? If you take the time to wire them up, you bet.
Sure! Here's what I've got configured: Tiny Nudge: 25 (1/4 meter) Small Nudge: 100 (1/8 foundation) Large Nudge: 400 (1/2 fouundation) Tiny Rotation: 5.0 Small Rotation: 15.0 (three ticks to a 45 degree corner) Large rotation: 22.5 (two ticks to a 45 degree corner, gets you halfway points)
Disappointed that modular load balancer isn't on this list. It's super great once you build factories that exceed your belt capacity. You can split or merge any number of belts to any number of combinations.
Exceeding belt capacity doesn't really exist when it comes to splitters and mergers, you just have to be smart enough to know how to split your maxed out lines into whatever you need to merge back into however many belts you want. Edit: Becayse I feel like I sounded like a dick I wanna add that the mod does make things EASIER, but it doesn't mean that it's impossible without it.
@Seraphim_1172 Modular Load Balancers does do some things that are nearly impossible with belts. like one time I load balanced 32 belts of iron ingots into 50 belts. Try building that with mergers and splitters? Only took about 5 minutes with the Modular Load Balancers mod. By "exceeding belt capacity" he probably meant a demand based system. Where you build way more production capability than the number of belts can fulfill, but you only have some of that production in demand. I had a map where if the payer took a few stacks lf an item the entire map worked to replenish storage, but when storage was full the entire map worked to build the highest point awesome sink fodder. Built way more than materials could answer and used load balancers determine what went where.
@@5353Jumper Oh I bet it's possible. Just... really, REALLY annoying and probably filled to the brim with an italian mothers spaghetti dinner. It would take a lot longer than 5 minutes. But for me that's fine, because one, I'll never attempt something so ridiculous and aneurysm-giving, but for two, because the mod just takes the fun out of trying to figure things out for myself. I'm all for people doing what they want to - but I'll stick with what I want, too.
What are the tradeoffs for using some of the more “tame” mods? By leaving vanilla do you sacrifice steam achievements, etc? I love the idea of the daytime mod and the infinite zooping mod, I but I don’t want it to be considered “cheating” :)
I think the reason there aren't any renewable power energy gens not because they're cheaty but because it contradicts the idea that you, as a Fixcit employee, must exploit the planet in the most efficient way possible. Because why Fixcit would bother with a bunch of solar panels that will give you weak power and won't have 100% efficiency at all times if you can just place another coal gen
The linear motion mod - am I missing something somewhere? The catwalk lifts seem to be straight up missing when I started using it this week. The other 4 are there and seem to work just fine.
Id like to know which mods work client side only and in dedicated servers without the server needing the mod also. Ive found a couple, one of them, forgot the name, keeps the orientation of buildings the same as the one sampled. Another is for signs and machines to copy their settings over automatically(sample/place). This is broken actually. Copies the setting but doesnt paste it. Another for better grass density. I will eventually be working on my own mods once i figure out how it all works. I have a lot of little ideas for mods to remedy some of the most annoying things ive encountered in my 2000+ hours of playing.
I just tried the infinite nudge mod and works great in dedicated server, really helps to be able to rotate things like windows and nudge upwards. These are some mods I wanted the most. I did try the infinite zoop and crashed me twice before I removed it. I also added swimming which works really well. This is my first time messing with mods so wasnt sure which mods would work. Best part about the rotation is that is stays even after mods are removed, just hoping it doesnt cause any issues with the save in the future.
For some of us, building within vanilla limitations is part of what makes the game fun. Builds made using mods are simply a lot less impressive to me. Besides that, a lot of the external content added by mods looks like it does not belong in the game. If you want to use mods (and risk your entire build breaking with every update), have at it. But don't act like this is something every player must surely want.
Mods and achievements? 1) Will using any mod disable achievements? 2) Or are QOL mods recognized by the game, identified as desirable and not affect achievements? 3) 😊Can mods be set "per save", so that you can enable/disable per save, without a risk of affecting other saves??
I believe, at least so far, that mods do not disable achievements - but I could be wrong and this might change over time. You can't set mods per-save, but Satisfactory Mod Manager allows you to create "profiles" of mods, and you can enable/disable at the push of a button, so it's easy to switch just before starting the game.
Mods won't disable achivements, confirmed by the devs on some livestream. Only enabling the included advanced game settings will disable them for that session permanently, even if you turn them off after.
1 and 2 - Mods don't affect achievements, no matter what they are. 3 - You can set profiles in the mod manager and switch before launching the game, but there isn't an in-game way to switch mods, so you have to exit and re-open each time you swap saves with different mods.
I gave up on structural solutions when after every update, more than half my factory looked like it experienced a shift in the matrix with things floating, walss and foundations missing and stuff.
I think it’s a good video but you mixed available and not available… so far into the video I have no idea what’s available anymore… first world problem.
Sorry for any confusion! In each section, I cover the available ones at the beginning and the unavailable ones at the end. I'll mark them in the description!
@@EnderpriseArchitecture oh I get it. There’s a lot of great data, that’s probably why I lost track. I appreciate your videos as I am “design challenged” lol.
Thanks, I've covered this a few times previouslly, but it doesn't work consistently across walls/foundations/pillars and it doesn't work for all colors. Structural Solutions has no such limitations or weirdnesses, it just works!
Yeah, this works for white and black and a handful of the colors when playing with the saturation, but it doesn't work for *all* colors. And moreover, even with this trick the colors are very different between foundations, walls, and pillars. This caused me lots of headaches in my Season 2 playthrough, but Structrual Solutions removes these issues entirely.
Yes, absolutely! Unlike Minecraft where you have to worry about things like resource generation, most Satisfactory mods can just be added later with no issues. The only exception I can think of is Satisfactory Plus mod, which redoes all of the resource nodes.
If you want to paint concrete actual white, just type in a number greater than the maximum value! So if the slider only goes to 1, you can type in 5 or 10 or 9,999. It'll be super white! Also, try it with a blender and see😂
Thanks, I cover this in the video a bit and in the comments here - but the problem is that walls, foundations, and pillars all end up colored slightly differently from each other when doing this, and also some colors don't work properly with this trick. Structural Solutions gives you consistent colors every time with no tricks.
Oh! I used to use Pak Utility mod for this, but now that creative flight is builtin via the advanced options, I don't really see any need for it personally.
Has anyone been able to move the build and disassemble info panels away from the center of the screen yet? It's really annoying me! there is a HUD mod but you can only turn these on or off, not move them somewhere else on the screen.
Sorry, but any list of best mods insta fails when it doesn't include efficiency checker lol. I don't know how you dropped it from the 2023 list. It lets you figure out if you have any hidden issues like a mk1 pipe segment hiding inside a junction or a mk1 belt segment hiding in a splitter, etc. Problems that the game won't help you know you're having. Its a must have mod if you're going to use them.
I was considering including it, but I had some trouble with it in the last few updates where the numbers weren't showing up properly. I do still love it, but I didn't want to risk recommending something that I have found to be a bit buggy.
Thanks for mentioning my mod. It was my first creation and I did or to suit my own playstyle. I'm glad other could appreciate it that much ☺️ In later versions it had a bug with splitters, but it was fixed for 1.0 👍
Completely disagree on the power thing, figuring out power is a big part of the game. The augmenter only scales with what you have already built. If you want solar and wind might as well just play with power requirements off.
To each their own. It works in Factorio and modded Minecraft nicely, and it's weak enough in Refined Power that it only really provides a nice bridge between early game and midgame when you move to modular boilers.
Thank you for the interesting information. Although I already got acquainted with the mods when I chose them for myself. It's a pity that you didn't mention the Circuitry mod - Logic gates and More. Unfortunately, the developers of Satisfaction did not include the analog Circuit network from Factorio in the game. However, there is a FicsitWiremod mod that partially fixes this flaw. If you want to automate the draining of liquid from tanks, control valves or traffic lights for trains, this mod will be an excellent choice.
I covered Wiremod in last year's mod showcase video and even did a long highlight video showing how to use it! I am a big fan, but it's just too fiddly for most normal folks I think. I still get a *lot* of questions on that video about basic logic concepts.
Not a fan of chaining cables. Fact that you have to create connection points force you to think how make this looks nice. For example i create frames from beams with wall thingy under. Its look clean and can be decorated further with some signs etc.
one mod that saved my life is modular load balancer. need an odd number input to turn into an even number output. Bam. done. no need to think about it with the vanilla splitters.
Other priorities I assume. It's worth noting that Zoop came from Smart Mod originally and Nudge came from MicroManage, so they do slowly add things over time!
9:29 You can paint things whiter by manually changing it's brightness when picking a color. @bedplaysgames has a video showing this, if you want to keep your world as little modded as possible. "Super AWESOME Satisfactory COLOR TRICKS you can use today"
Thanks, but unfortunately that method isn't consistent - walls, foundations, and pillars all end up having slightly different colors, and it doesn't work for all colors. Structural solutions has no such limitations.
14:32 Factory Props dev here, thanks for showing off my mod!
You're quite welcome, thank you for making it! It's extremely helpful!
the reason that power augmenters are not "cheaty" is because they are built with a finite resource, and they like the push and pull between using sloops for more power, or more items, which consumes an insane amount of power. not saying I agree with the distinction, just explaining it.
Oh I understand. I just think it's pretty silly that in the distant future our spacefaring descendants will trust random alien power sources but abhor something like solar or wind which is free and unlimited. My suspension of disbelief is straining. ;)
@@EnderpriseArchitecture well im not so sure we even exist as a species anymore. its possible ADA just cloned us to do this and is lying to us about earth.
its obviously a gameplay and thematic reason for no renewable power. they want smoke belching machines for the aesthetics. although wind and solar power are far from free energy in real life.
@@EnderpriseArchitecture We build giant factory, you think we're trying to be environmentally friendly?
In all seriousness, solar and wind would just be too easy and would make every other method of power generation completely useless unless they produce an abysmal amount of power.
@@KristoffMicske In Refined Power they just make a tiny amount of energy so the tradeoff is you have to make a billion of them to actually power a base. Perfect for early game, and then you have the modular generators for late game.
@@EnderpriseArchitecturethe devs on coffee stain said that solar/wind would just be boring, those would use infinitely available resources, and you'd just need to build a heck ton of them, if they nerfed it to produce less it would just need more of them and well, lag.
on the other side, nuclear is super fun to setup and die... deal with the waste
I mostly don’t use mods because I think the game is well made enough that you don’t need them. However, I probably will get the infinite nudge mod strictly for vertical nudging. They say they don’t want that in the base game because then you can make floating buildings. We can already do that by building on foundations then removing them. Vertical nudging (and a bigger nudge distance) is absolutely required.
A lot of the CSS 'reasons' are just bullshit in my opinion...
Infinite Zoop makes sense, if only for diagonal zoop.
In the most recent Q&A they said vertical nudging is coming and may be in 1.1.
Clip: ruclips.net/video/Pe6hlmQElWI/видео.htmlsi=PMb5s8Rcri7YUmwl
They said they are not against it. It should be upvoted in their site.
The only ones I use are infinite nudge, curve builder and auto link which connects things in blueprints that are touching. They don't change the game, just quality of life stuff.
Another mod I really love is modular load balancers, I still have to do the fun thing of calculating my inputs and outputs and making sure it is actually balanced, but when it comes to actually putting my plan together, I don't have to deal with some pretty insane belt spaghetti sometimes lol.
Also the best part of infinite nudge is that it allows you to nudge extractors. Allows me to assign those damn things to my grid properly so I don't have to deal with weird curved belts just to hook it up xD It's the little things :)
Pre-1.0 i built an entire map game save using the Modular Load Balancers.
Basically was a demand driven production instead of supply driven. If the player took a bunch of stacks of something the entire map worked to refill the storage. If the player has not taken stacks for a while the entire map is building awesome sink fodder.
Infinite Splines is also useful. Removes the limit on lengths of belts, hyperloops etc.
Great video! Being a recent addition to the Pioneer ranks from many hours of Factorio, it's great to see what mods are what in Satisfactory!
I'll definitely be trying out Satisfactory Plus, it closely resembles the Factorio Bobs/Angels mods suites and those are some of my most favorite of the Factorio mods!
Thanks so much for this!!
Perfect Circles has a mode for making Perfect Curves. With X3-Roads, I was able to make a world network in a few hours. Also makes rail networks a fast build.
Perfect circles mod is good, hope that mod is updated soon, it can get tedious creating curves and circles in the vanilla game.
@@glnpry3492 I discovered Curve Builder by last_nomai_ as an excellent substitute. It's easier to use, though not as functional. It does not work with Blueprints, but then neither did the other.
My favorite mod was a simple counter for conveyors. It had a numerical value to see the rate per minute of what was passing through. Hope it's been updated.
Im using it now
Thanks for doing this. I'm so glad those building mods are working again. My 1.0 playthrough was getting tedious. I had no idea there were so many cool decorative mods. I did a SF Plus playthrough also. I got as far as I could. Since they didn't have nuclear, you kind of hit a wall with power and subsequently scale. I did manage to get all the new power slugs, a doggo house, a bunch of farms, a complete FaxIt network (so cool).
Excellent! You made it much further than I did in SF+!
One of my favorite pre 1.0 mods was different levels of blade runners. Running around in 1.0 is killing me without them
equipment mk2 mod adds them
You can actually paint regular concrete foundations, if you manually edit the color and increase saturation from 1 to 10, by typing it in.
I showed that in the video, the problem is that the color you get isn't consistent between walls to foundations to pillars, and it doesn't work for all colors. I ran into big issues with this in my Season 2 playthrough. Structural Solutions is way better for this, the colors are perfect and consistent.
THANK YOUUUU! How are these mods not in the base game? Thank you for sharing. This elevates the fun with building to ANOTHER level!
The spider removal mod is redundant because there is an option in settings "disable arachnid enemies" or words to that effect.
I thought that only replaced them with cats? They still make horrible noises though.
@@EnderpriseArchitecture The option that replaces them with cats is labeled "arachnophobia mode".
@@Thoriumplatypus5263 Ah, I had no idea they added a second option! I must have missed that in my scroll through of the new options! Thanks!
@@EnderpriseArchitectureits under advanced game settings, so that mod is still useful IF you still want to get achievements without spidercats. For me, idrc about achievements, but maybe some else does.
@@jutika5746 I'm honestly looking for a mod that lets you disable _other_ enemy types too... like seriously, hatchers can straight idi nahui even in peaceful mode.
Infinite Nudge can also scale things, by using the [ and ]. It's even in the button-help on screen in this video :)
"Soft Clearance for Everything" is an essential for me. Honorary mentions for "Just Pause", "Crash Site Vanisher" and "Fluid Extras"
New to satisfactory, focused on beating the vanilla version of the game first before I explore any mods!
Thanks for the vid. These look awesome.
I'd still strongly recommend the quality of life mods even if you don't add any content mods! They're really just basic functionality that's missing from the game, and they won't break anything if you go back to vanilla. Unless you *really like* laying down thousands of foundations in sets of ten at a time. ;)
@@EnderpriseArchitecture well I do have a blueprint that places 25 at a time. I just want to get the achievement and I think mods break that.
@@graymatter369get that achievement, it’ll be satisfying to do it all vanilla
@@graymatter369 I'm pretty sure mods do not break the achievements.
@@graymatter369Mods don't break achievements.
I'd really like a HUD altimeter. DRG has spoiled me, but also it would help in connecting facilities.
You had me at mirrored machines.
Great video.
I think SF+ is probably a lot closer to Bobs/Angels than K2 - there's a lot more complexity in ore processing right from the outset compared to the base game and that theme continues through the tiers
Yeah. I haven't played much of SF+ but it was the ore processing that made me equate it with Bob's/Angel's.
Yeah, I'd agree with that!
😅 I ended up mainly playing Krastorio, Bobs was too complex for me. I like the main game. I just wanted more resources and a few extra steps, I didn't want to deal with so many different byproducts and recipes from an early game resource
The ore names literally come from Angels. The process of crushing>sorting is also straight out of angels.
One content mod I like that wasn't mentioned is Waste Shielding. Its not updated for 1.0 yet, but it essentially added a new resource, lead, that can be refined from sulfur and make nuclear waste non-radioactive and even sinkable.
I've wanted a wood material mod for a while. And then you could make swatches look like different woods/stains.
Also another QoL feature I'd like is setting a swatch to also have a preferred material as well as being able to switch materials while the build gun is out before you place the piece
I haven't found a great wood material mod yet. You can change the *base* material with the build gun, just bring up the options menu and then click left or right mouse button to cycle between them.
I agree, as wonderful as some of these are, I want a mod that adds more foundation/wall materials, and something that adds various models for trucks or tractors. Like gimmie a box truck and an 18-wheeler lol
I am a fan of Storage Teleporter myself. It teleports and merges/splits belts at once, at cost of extra energy. Spaghetti eliminator.
Modular Load Balancers (MLB) is my one essential mod that I was waiting for to get going again.
But one other thing that I wanted to call out, with Structural Solution concrete - it also picks up the metallic colors correctly, and it gets metallic shine.
there's no intelligent storage mode? is something I want give commands to storage in the format stop/open input/output when, like "open output and eject 1000 item when the storage is full" the output will go in the awesome sink
You could probably do something like this with Wiremod or maybe Ficsit Networks, but honestly for that you could just use smart splitters and set the overflow to go to the sink.
Thank you very much for this summary. I'll definitely check out the first couple of mods!
Awesome video, as always, EA! ❤
Thank you so much @AndreAquila! And thank you for all the great mods and everything you do for the community!
Mods is what make satisfactory. Without them its so limited and grindy. I like the added challenge of some mods and the features, IMO, that should be in the base game such as rotation in all directions, elevators, extra shapes, curves, circuits and logic, etc etc etc. I don't run mods that are cheats, but generally make gameplay less finicky.
I know some things such as curves and making odd shapes like round pillar can be done through various gameplay hacks and overlaying 10 items to create the appearance of what you want, but I rather pick a circulare frames etc and click to simply plop it down. No hassle, no glitching.
The power augmenters isn't cheaty because it uses somersloops which take a ton of effort to get and there's only so many on the map. It's not like you can produce somersloops to make all the power you want. Plus the augmenter is mainly made for upgrading your current grid as a benefit to newer players who struggle with power as power is one of the biggest reasons people burnout on the game. The augmenter pushes that off a bit.
I get it, but as I said in the thread here already, I just think it's pretty silly that in the distant future our spacefaring descendants will trust random alien power sources but abhor something like solar or wind which is free and unlimited. ;)
@@EnderpriseArchitecture Solar & wind ain't gonna get added to the game though. ^^
@@M12312 bro is so far behind in the conversation... might help to have watched the video before commenting.
Fortunately you can finish whole game on a single normal oil node now.
@snake3837 I mean you always could, it just wouldn't be fast. The game always allowed you to beat it with very few actual resource nodes, but many players prefer to make as much of things as possible or even rebuild plants they already had. I do think that is a barrier for more casual players though who tend to be way less receptive to things like backtracking.
Nice, picked up a few mods from the list I was looking at earlier but didn't get initially like the prop ones.
One thing i noted when 1.0 came out, if you use mods like Structural Solutions... and then disable it or send to a friend to check out your awesome world.. things simply disappear. For me thats a huge downside, ie: forces anyone on your world to use the mod, and can never really remove it without it jacking things up badly. It would be nice if these mod placed items like SS would become permanent in the save but oh well.. for me now Vanilla is good enough, though i like the nudge one and will surely have to get that.... great vid!
Yeah, this is why I specifically separated out the "content mods" that can break world saves from the ones that typically don't. For the blueprints I share I make sure to label all of the dependencies as well.
Satisfactory Plus feels closer to Arch666Angel mods for Factorio, which has Stiritite and Sahportite for iron and copper. Along with Arch666Angel mods, there's also a mixed feel with BobbingAbout's mods. which both sets of overhaul mods work together.
I absolutely love the QOL and decoration mods. The devs did a good job, but they really didn't go far enough in some areas. After the 1.0 update I stopped playing until Infinite Nudge and Settings Copier was working. Also love Flex Splines and Linear Motion. I forgot the name of it, but there's a mod that automatically connects belts to objects and other belts if they're touching, this really empowers blueprint scalability. Really wish I could move objects after I've placed them.
Thanks! Micromanage allowed you to move objects after placement FWIW, and I *think* Rearchitector does as well?
@@EnderpriseArchitecture - Yeah, I had Micromanage. Didn't know about Rearchitector, thanks I'll keep an eye out for an update!
In regards to Satisfactory Plus, I find it highly amusing that the only overhaul mod seems to be a clone of the AngelBob suite in Factorio. Surely the Satisfactory community should have a few ideas of its own? Or even some variety in the ports.
Well, it is still early days, the game has been out for four years but only just hit 1.0. It takes time to build these things.
9:43 laughing with my pure white concrete vanilla factory 😂
Here is a small client mod list wich work on servers without having the mods installed on it.
- Infinite Nudge ( a must have !!!)
- Auto - Sort Inventory
- Craft Anywhere ( very usefull)
- Less Build Animation Effect
- In Game Calculator Mod
- Faster Manual Crafting Redux
Honestly, having storage options that doesn't allow radiation to leak out would be awesome! High quality, or higher quality biofuel? A crusher/separator that separates minerals from stone, & then the stone gets added to limestone for concrete! A foundry recipe for diamonds (double coal input)? Just normal recipes that are double their basic value (1-1 -> 2-2, or 3-3) unlocked when you unlock manufacturers(common sense recipes, why is this soo hard to consider)! Simple farming block by using a foundation & leaves, but use glass (walls & ceilings) to increase growth rate/quality of item grown(no trees)(doesn't need to be automated)! If you want to automate it, just keep it simple & base game friendly! A build able connector that teleports/receives items from across the world! It's bull that the character can teleport, but not singular items on a belt! I have more, but want to keep this 'rant' short! LOL!
I believe there *are* item teleporter mods, for what it's worth, I just don't typically play with them.
@@EnderpriseArchitecture But, what about all the other things that I listed? What's your honest opinion on them?
@@EnderpriseArchitecture I just remembered what I was trying to say with growing effects! A greenhouse effect!! Duh! LOL!
@@larrykelbaughjr.1831 Some of these exist, in various forms. There's FICSIT Farming for growing things, not exactly like what you said but similar. For crushing ores/etc., check out Satisfactory Plus.
Up and down nudge !!! That’s the stand out one for me. The rest of the nudge stuff would be great too BUT UP AND DOWN!!!
I once spent around 3h just to build a platform for my factory. I wish I knew that first mod sooner
Do you know if the people who made Smart are planning to update for 1.0? The auto-belt feature was the absolute best mod feature.
I honestly don't know! According to the Discord it *looked* like they were planning to, but I haven't seen any significant updates.
Not too many different mods that I didn't already use, though some I also count as highly useful QoL is GameTime and Bottleneck both by Andre Aquila (again). Game Time just puts a UI widget to track time in game, play session length and real world time/duration of play. Bottleneck is as it sounds, it puts a light orb graphic on all machines to indicated production activity to allow looking over a field of machines to find that one machine you inevitably forgot to wire/belt/set. The nice-but-sometimes-annoying-to-use part is the orbs are enabled/disabled by a chat line command.
A mod I liked and used heavily until it was canceled well before power towers or 1.0 was Kyrium's Wireless Power. I did like that it had a power loss 'cost' when transmitting power over distances and the machines were well designed graphically.
I only used a couple mods years back, but I think Advanced Power was one of them. I feel like it was called more power or better power or something though.
If it's the same mod, the windmills gave more power the higher up you put them, and I think it added an belt-fed engine for early game power (something added more recently in vanilla).
Also, I'm pretty sure there's also a mod for Skyrim called SkyUI. :D
thanks a lot! really interesting to get an overview!
There is a useful wall/belt mod, Wall Gaps. It gives you a wall section (well two sections) that allows you to connect belts to a wall without having to jump over the belts on the inside of the building. In other words, you can put a belt into a wall on one side and have it come out on another side.
Refined Power IS available. I just installed it.
You can nudge with a smaller increment by holding ctrl in the base game too
Oh my God I never knew
True, but I don't think it's customizable.
Quick Tip: You can paint vanilla concrete as white as SS modded one. Just set your hue values to -10 (you have to type this, cant do so via the slider). I use pure vanta black concrete in vanilla everywhere. it also saves if you use it in a swatch!
Thanks, I cover this in the video and mentioned it in the comments here, but that doesn't work reliably for all colors and paintables. Walls, foundations, and pillars all take colors slightly differently and don't match even with this trick. Structural solutions is a reliable way to get consistent color.
Infinite splines is equal to infinite zoop imho. Works for power lines, belts, pipes, and traintracks. want to belt across the map? No problem, no more click drag click drag click drag, just drag from start to finish and bam, done.
Surprised you didn't mention how one guy is working on a VR mod for the game. Which would add in a extra level of immersion to the game.
I think "Perfect Circle" is also the best mod, although it hasn't been updated yet.
from your list there are only 5 mods that i didnt use, the rest of them are in some cases like you said: must haves!
one of my favorite though used to be area actions.
basicly a big blueprint copy machine without having to run around to get the resources.
I definitely used to use Area Actions a lot - and I featured it in my previous mods video too! These days I can get by with using the larger blueprint machines and no-cost turned on.
@@EnderpriseArchitecture ikr? however. sometimes you need to build something custom made on the spot, and later realize you need more of the same thing: copy pasta the area in a builder it fits in: voila ;)
Infinite Nudge has a scaling option btw... Additional thing about Infinite nudge. You can also nudge Water extractors with Infinite Nudge!
Oh, how did I miss that? Thank you!
@EnderpriseArchitecture you can shrink yourself by scaling a tractor down and then driving it. And then you can scale yourself up aswell same way. To reset yourself just place a tractor normally and drive it and your fixed
Organized Crates - essential if you dismantle a lot of things, or die a lot.
there was a good item teleporter mod, you put it at end of a production chain, named it put another one at the other end with the same name and the resource would appear. It doesn't seem to be in the mod manager or updated any more. There is an alternative but it's no way as good
7:13 you can resize things with infinite Nudge mod...
Thank you! Somehow I've missed that all along!
Even if you don't use the more complex bits, the Circuitry mod has an excellent custom sign designer. I'd argue that it's more powerful than RSS, even if there isn't as much variety in the types of signs you can place down. Real time machine and power-grid info on your signs? If you take the time to wire them up, you bet.
im not even finished the vanilla and yet here i am
what are your settings for infinite nudge? if they aren't the default that the mod offers.
Sure! Here's what I've got configured:
Tiny Nudge: 25 (1/4 meter)
Small Nudge: 100 (1/8 foundation)
Large Nudge: 400 (1/2 fouundation)
Tiny Rotation: 5.0
Small Rotation: 15.0 (three ticks to a 45 degree corner)
Large rotation: 22.5 (two ticks to a 45 degree corner, gets you halfway points)
Linear Motion is the only reason I'm playing modded
Disappointed that modular load balancer isn't on this list. It's super great once you build factories that exceed your belt capacity. You can split or merge any number of belts to any number of combinations.
Exceeding belt capacity doesn't really exist when it comes to splitters and mergers, you just have to be smart enough to know how to split your maxed out lines into whatever you need to merge back into however many belts you want.
Edit: Becayse I feel like I sounded like a dick I wanna add that the mod does make things EASIER, but it doesn't mean that it's impossible without it.
@Seraphim_1172 Modular Load Balancers does do some things that are nearly impossible with belts.
like one time I load balanced 32 belts of iron ingots into 50 belts. Try building that with mergers and splitters? Only took about 5 minutes with the Modular Load Balancers mod.
By "exceeding belt capacity" he probably meant a demand based system. Where you build way more production capability than the number of belts can fulfill, but you only have some of that production in demand.
I had a map where if the payer took a few stacks lf an item the entire map worked to replenish storage, but when storage was full the entire map worked to build the highest point awesome sink fodder. Built way more than materials could answer and used load balancers determine what went where.
@@5353Jumper Oh I bet it's possible. Just... really, REALLY annoying and probably filled to the brim with an italian mothers spaghetti dinner. It would take a lot longer than 5 minutes.
But for me that's fine, because one, I'll never attempt something so ridiculous and aneurysm-giving, but for two, because the mod just takes the fun out of trying to figure things out for myself. I'm all for people doing what they want to - but I'll stick with what I want, too.
What are the tradeoffs for using some of the more “tame” mods? By leaving vanilla do you sacrifice steam achievements, etc? I love the idea of the daytime mod and the infinite zooping mod, I but I don’t want it to be considered “cheating” :)
At least at the moment, you still get achievements when using mods.
I think the reason there aren't any renewable power energy gens not because they're cheaty but because it contradicts the idea that you, as a Fixcit employee, must exploit the planet in the most efficient way possible. Because why Fixcit would bother with a bunch of solar panels that will give you weak power and won't have 100% efficiency at all times if you can just place another coal gen
The linear motion mod - am I missing something somewhere? The catwalk lifts seem to be straight up missing when I started using it this week. The other 4 are there and seem to work just fine.
Hmm, they were working for me, per the video. Are you saying the ones you built pre 1.0 are missing or they're missing from the build menu?
@@EnderpriseArchitecture They're missing from the build menu and HUB tiers, like they were just removed from the mod or something.
Id like to know which mods work client side only and in dedicated servers without the server needing the mod also. Ive found a couple, one of them, forgot the name, keeps the orientation of buildings the same as the one sampled. Another is for signs and machines to copy their settings over automatically(sample/place). This is broken actually. Copies the setting but doesnt paste it. Another for better grass density. I will eventually be working on my own mods once i figure out how it all works. I have a lot of little ideas for mods to remedy some of the most annoying things ive encountered in my 2000+ hours of playing.
I just tried the infinite nudge mod and works great in dedicated server, really helps to be able to rotate things like windows and nudge upwards. These are some mods I wanted the most. I did try the infinite zoop and crashed me twice before I removed it. I also added swimming which works really well. This is my first time messing with mods so wasnt sure which mods would work. Best part about the rotation is that is stays even after mods are removed, just hoping it doesnt cause any issues with the save in the future.
For some of us, building within vanilla limitations is part of what makes the game fun. Builds made using mods are simply a lot less impressive to me. Besides that, a lot of the external content added by mods looks like it does not belong in the game.
If you want to use mods (and risk your entire build breaking with every update), have at it. But don't act like this is something every player must surely want.
Mods and achievements?
1) Will using any mod disable achievements?
2) Or are QOL mods recognized by the game, identified as desirable and not affect achievements?
3) 😊Can mods be set "per save", so that you can enable/disable per save, without a risk of affecting other saves??
I believe, at least so far, that mods do not disable achievements - but I could be wrong and this might change over time. You can't set mods per-save, but Satisfactory Mod Manager allows you to create "profiles" of mods, and you can enable/disable at the push of a button, so it's easy to switch just before starting the game.
Mods won't disable achivements, confirmed by the devs on some livestream. Only enabling the included advanced game settings will disable them for that session permanently, even if you turn them off after.
1 and 2 - Mods don't affect achievements, no matter what they are.
3 - You can set profiles in the mod manager and switch before launching the game, but there isn't an in-game way to switch mods, so you have to exit and re-open each time you swap saves with different mods.
I gave up on structural solutions when after every update, more than half my factory looked like it experienced a shift in the matrix with things floating, walss and foundations missing and stuff.
Thankfully, I've found the Structural Solutions mod team tend to update very quickly.
vertical rotate, crazy new possibilities
It is so ridiculously good! I've been using it for years to make interesting things out of tilted walls and whatnot, highly recommended!
They remove the advance option for really disabling the spiders?
I think it’s a good video but you mixed available and not available… so far into the video I have no idea what’s available anymore… first world problem.
Sorry for any confusion! In each section, I cover the available ones at the beginning and the unavailable ones at the end. I'll mark them in the description!
@@EnderpriseArchitecture oh I get it. There’s a lot of great data, that’s probably why I lost track. I appreciate your videos as I am “design challenged” lol.
Can Infinite Nudge configure the rotation angle? I'd like to be able to rotate stuff at other angles than 5 or 10 degrees. Roads . . .
Yeah, I'm pretty sure you can set this in the config!
Yes you can "yaw" stuff.
9:29 you can set the brightness and saturation (negative numbers work as well) the brighter and more saturated you get the less colors are available
Thanks, I've covered this a few times previouslly, but it doesn't work consistently across walls/foundations/pillars and it doesn't work for all colors. Structural Solutions has no such limitations or weirdnesses, it just works!
use -10 and you can get it white white in vanilla
Yeah, this works for white and black and a handful of the colors when playing with the saturation, but it doesn't work for *all* colors. And moreover, even with this trick the colors are very different between foundations, walls, and pillars. This caused me lots of headaches in my Season 2 playthrough, but Structrual Solutions removes these issues entirely.
Can mods be added to an existing save game?
Yes, absolutely! Unlike Minecraft where you have to worry about things like resource generation, most Satisfactory mods can just be added later with no issues. The only exception I can think of is Satisfactory Plus mod, which redoes all of the resource nodes.
If you want to paint concrete actual white, just type in a number greater than the maximum value! So if the slider only goes to 1, you can type in 5 or 10 or 9,999. It'll be super white! Also, try it with a blender and see😂
Thanks, I cover this in the video a bit and in the comments here - but the problem is that walls, foundations, and pillars all end up colored slightly differently from each other when doing this, and also some colors don't work properly with this trick. Structural Solutions gives you consistent colors every time with no tricks.
@@EnderpriseArchitecture fair point
"So that spiders turn into these weird cat-like things and make horrible noises.
*Meows Meows Meows Meows*
Smart mod isn’t out yet on the new mod manager😢
Do mods break achievements?
No. Only activating AGS.
nice
No mention of Just Fly?
That's a game changer getting off the ground!
Oh! I used to use Pak Utility mod for this, but now that creative flight is builtin via the advanced options, I don't really see any need for it personally.
Has anyone been able to move the build and disassemble info panels away from the center of the screen yet? It's really annoying me!
there is a HUD mod but you can only turn these on or off, not move them somewhere else on the screen.
coffee stain said that wind and solar power doesnt fit in the game because ficsit wouldnt use ''green'' energy production
its posible to paint white but u net to type the rgb numbers in manualie in place of the sliders if me memory is correct
i hope the devs add elevators but the mod looks pretty muss official!
HOW DID MOST OF THESE QoL MODS NOT MAKE 1.0?!?!?!?
do you have a list that is server friendly?
I'm afraid I do not. Perhaps in a future video!
@@EnderpriseArchitecture thank you I have only been able to get pure nodes only working
Infinite nudge is the best mod in the game, usually only use it.
Portals mod is out but different called (early and cheap portals)
aren't some of these mods in vanilla?
Refined power was released on the first of November, but the 1.0.0.5 update broke it.
As of this morning, the devs are reporting it fixed.
Sorry, but any list of best mods insta fails when it doesn't include efficiency checker lol. I don't know how you dropped it from the 2023 list. It lets you figure out if you have any hidden issues like a mk1 pipe segment hiding inside a junction or a mk1 belt segment hiding in a splitter, etc. Problems that the game won't help you know you're having. Its a must have mod if you're going to use them.
I was considering including it, but I had some trouble with it in the last few updates where the numbers weren't showing up properly. I do still love it, but I didn't want to risk recommending something that I have found to be a bit buggy.
Thanks for mentioning my mod. It was my first creation and I did or to suit my own playstyle. I'm glad other could appreciate it that much ☺️
In later versions it had a bug with splitters, but it was fixed for 1.0 👍
Skin it by Andre Aquila is a good Mod.
Blueprint Zooper is out!
Completely disagree on the power thing, figuring out power is a big part of the game. The augmenter only scales with what you have already built. If you want solar and wind might as well just play with power requirements off.
To each their own. It works in Factorio and modded Minecraft nicely, and it's weak enough in Refined Power that it only really provides a nice bridge between early game and midgame when you move to modular boilers.
Thank you for the interesting information. Although I already got acquainted with the mods when I chose them for myself.
It's a pity that you didn't mention the Circuitry mod - Logic gates and More. Unfortunately, the developers of Satisfaction did not include the analog Circuit network from Factorio in the game. However, there is a FicsitWiremod mod that partially fixes this flaw. If you want to automate the draining of liquid from tanks, control valves or traffic lights for trains, this mod will be an excellent choice.
I covered Wiremod in last year's mod showcase video and even did a long highlight video showing how to use it! I am a big fan, but it's just too fiddly for most normal folks I think. I still get a *lot* of questions on that video about basic logic concepts.
Not a fan of chaining cables. Fact that you have to create connection points force you to think how make this looks nice. For example i create frames from beams with wall thingy under. Its look clean and can be decorated further with some signs etc.
To each their own. Personally I just find it takes forever when you're setting up hundreds of assemblers.
one mod that saved my life is modular load balancer. need an odd number input to turn into an even number output. Bam. done. no need to think about it with the vanilla splitters.
Why arent most of these a part of the game itself?
Other priorities I assume. It's worth noting that Zoop came from Smart Mod originally and Nudge came from MicroManage, so they do slowly add things over time!
Can you make banked train rails?
Satisfactory Creative Mode
I asked the author of RSS if I could adopt the mod and update it and he said no :
That's really a shame. I guess someone could create a replacement? Having custom graphics seems like such an obvious feature.