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Mods Guide: Best Mods, Compatibility & Installation

Mods extend Factorio by adding new items, buildings, resources, mechanics, or whole overhauls of game flow; they range from small quality-of-life tweaks to massive total-conversion packs that require a fresh game and change how you play. This page summarizes major kinds of mods, how to choose and combine them, compatibility concerns, and practical tips for installing, developing, and running mods.

Categories of mods

  • Small/utilities: single-purpose changes and QoL tools (e.g., inventory/stats helpers, reskins, inserter tweaks). Safe to add mid-save and typically low risk.
  • Resource / component packs: add new ores, fluids, or intermediate products and adjust recipes (e.g., Bob's Mods, Angel's Mods, Omnimods, BZmods parts). They increase recipe variety and often complexity.
  • Quality and item enhancement: mods that add item quality/rarity or upgrade layers (e.g., Quality). They change item attributes probabilistically or add new modules/buildings.
  • Logistics / equipment expansions: extra belts, vehicles, trains, loaders, large chests and logistics items (e.g., 5dim’s, AAI Containers & Warehouses, AAI Loaders, Yuoki Railways).
  • Automation / programming: add programmable vehicles/structures and advanced automation via the circuit/signal network (e.g., AAI Programmable Vehicles, AAI Programmable Structure).
  • Gameplay overhauls / large mods: substantial reworks that add new tech trees, mechanics, and play goals. These usually require starting a new game. Notable examples:
    • Krastorio 2 (K2): a comprehensive, approachable overhaul with many added buildings and a post‑rocket late game objective.
    • Space Exploration (SE): a huge multi-surface expansion that moves into orbit/planets; complex logistics and long playtimes.
    • Py Mods (Pyanodons): among the most complex; extremely large recipe counts and long completion times.
    • Industrial Revolution 3 (IR3): era-based progression, different production styles (steam machines), heavy material progression.
    • Exotic Industries / Exotic Space Industries: energy- and era-focused overhaul with era gates and specialized fuel lines.
    • Ultracube: puzzle-oriented mod centered on a unique catalytic item used across lines.
    • Lunar Landings: lighter multi-surface mod for a moon outpost and remote android-controlled factories.
  • Campaigns and scenario mods: add story-driven progression, missions, and constraints (e.g., Mining Space Industries II).

How mods change gameplay

  • New resources, recipes, and intermediate products increase design space and often complexity. Some mods replace or aggregate ores (e.g., Angel's consolidates Bob's many ores into fewer “raw ores” with complex refining).
  • New technologies and research flows can alter when and how you access tiers of items and production (e.g., IR3 era system, Exotic Industries’ era requirements).
  • Multi-surface and space mods add planet/orbit logistics and require managing multiple factories/surfaces simultaneously (SE, K2-spaced-out, Lunar Landings).
  • Automation-programming mods permit high-level scripted behavior (AAI), expanding what vehicles/structures can do using circuits and remote controls.
  • Visual/reskin and usability mods (Artisanal Reskin, upgrade planner extensions) improve legibility and convenience.

Compatibility and mod combinations

  • Large mods often conflict with other large mods. Some established compatibility notes:
    • Krastorio 2 and Space Exploration are explicitly made to be compatible with each other; many recipes and equipment are adjusted for combined play.
    • Bob's & Angel's families are designed to work together (AngelBob), but are generally incompatible with K2/SE.
    • BZmods supplies modular resource additions and includes compatibility layers for K2, Bio Industries, and Space Exploration for some parts.
    • Many total-conversion or deep-content mods avoid broad compatibility to keep design integrity; check each mod’s page for declared compatibilities.
  • When combining mods: prefer well-known compatibility pairings (e.g., AngelBob), and avoid mixing multiple major overhauls unless authors explicitly support it.

Choosing mods — practical advice

  • New to large mods? Play vanilla at least once, then try an approachable overhaul first (recommended: Krastorio 2 or Bob's Mods).
  • Want more complexity? Angel’s Mods, Py Mods, IR3, or Exotic Industries significantly increase production complexity and design puzzles.
  • Prefer exploration and multi-surface logistics? Space Exploration is the canonical choice; Lunar Landings provides a lighter multi‑surface experience.
  • Want automation and advanced control? AAI Programmable series gives programmable vehicles and structures but requires circuit/signal knowledge.
  • Want optional bite-sized changes? 5dim’s modular approach, Omnimods (ore unification/conversion), and reskins offer selectable features without forced deep changes.
  • If overwhelmed: many large mod suites are modular (enable only parts you want) — e.g., BZmods, 5dim’s, Bob’s modular pieces.

Installation, saves, and workflow

  • Large mods generally require a new map/game. Installing or updating a major overhaul mid-save often breaks balance and can introduce errors.
  • Small mods and QoL changes can usually be added safely to an existing save; check the mod’s notes.
  • Download sources: the in-game Mod Portal, mods.factorio.com, or Factorio forums. For multiplayer, all clients must have the same mod set (or connect to servers that provide a scenario).
  • Scenarios vs mods: scenarios can change gameplay without altering prototypes the same way mods do and do not require client installation for multiplayer.

Performance and system considerations

  • Big content mods (Space Exploration, Py Mods, Industrial Revolution) increase memory and CPU usage; expect greater load on hardware and possibly reduced UPS/FPS for very large factories.
  • Multi-surface and space mods add complexity that can further strain performance and increase save size.

Development and scripting basics

  • Mods are written in Lua (Factorio uses Lua 5.2.1). The official Lua API documents prototype definitions and runtime event hooks; mod authors must structure mods according to the mod API rules.
  • Prototype data (data stage) adds/changes items, entities, and recipes. Runtime scripts (control.lua) handle dynamic behavior and events.
  • Many gameplay properties (including whether an entity is considered a military target) are configurable via prototypes.
  • If you plan to develop mods: consult the official Lua API (lua-api.factorio.com) and the factorio-data GitHub to track changes between versions.

Tips for stable mod use

  • Read each mod’s description and compatibility notes before adding it.
  • For large mod sets, consider using modular suites (enable only the parts you want).
  • Back up saves before adding or updating mods.
  • Prefer mods marked compatible with your Factorio version; community patches sometimes provide compatibility for major updates.
  • Use reskin/visual packs to improve older mod graphics without changing mechanics.
  • If you run a multiplayer server, use the Mod Portal and have clients sync mods automatically; scenario-based changes can be used server-side without forcing client installs.

Where to find help and resources

  • Mod pages on mods.factorio.com provide descriptions, compatibility notes, and download links.
  • Factorio forums and mod-specific Discord servers offer support, changelogs, and patches.
  • The Lua API docs and factorio-data repository are authoritative references for mod development.

This overview gives the structure and practical considerations to pick, combine, and run mods safely. For any specific mod, consult its mod page for exact compatibility, configuration options, and the author's recommended setup.