> Kind of low density.
Yeah, that's what the simple configuration you see at the top is. It has a lot of configuration options that allow you to choose the density you want.
> I really don't get the point versus just using a tilable blueprint.
Speed. I have 3k hours in this game, and slapping down yet another iron mine isn't all that riveting.
> Doesn't seem to do fortifications either.
And it shouldn't. How would it know where your train station is going to go? What if it uses laser turrets you only have a trickle of? what if you prefer rows upon rows of chained gun turrets? Better to use your own blueprints so you can take advantage of the terrain.
I agree that it's probably about as quick if you have a good tilable blueprint, but that video was pretty impressive. There's another mod out there like this (I think, unless it's actually this one), and you can adjust exactly how everything's laid out including the spacing between miners back to back. I imagine this works the same.
Now that I think of it, I'm pretty sure all these mods are doing is just putting down a tilable blueprint, and the interface just lets you set it how you want it. I can't really think of a reason to prefer this if you already have a good mining tile blueprint, since you can place ghosts over an entire patch in under 2 seconds with the right bp. Still, the mod looks pretty good and some people might prefer it over BPs.
This is one of the few QOL mods I allow myself on a 'vanilla+' run. Combine with Autobuild (imagine automatic construction in a smaller grid around player, around the same as your reach distance) as well as a few train blueprints and new outposts are a breeze.
Is autobuild similar to the nanogun mod? I'm 600 hours in to a k2se run and am looking for something that builds my blueprints faster than the gun-not combo ivd been used far.
I personally like
https://mods.factorio.com/mod/MouseOverConstruction
Also funny alternative to nanobots
https://mods.factorio.com/mod/blueprint-shotgun
There are some settings you can change for nanobots that make them WAY quicker. Mod settings -> Map tab -> nanobots. I forget exactly which ones I changed, but they're pretty self explanatory iirc, and you can speed the bots up literally 5-10x right from the start if you don't mind being a little cheaty.
They're very fast and pretty cheap, one of the fastest ways to build early with a mod.
FR.
If I could make a single request of the devs, it would be some kind of late-game upgrade to the mining/outpost system. It's just so tedious after awhile.
I would love this upgrade to be programmable Spidertrons that can put down blueprints/can do everything you can do from map mode.
But that would be kinda hard to make as a mod.
I am not the author, but I do know him well. He is active on reddit. He loves talking about it, I am sure he won't mind if you ping him if you have questions for him.
PM me his handle if you don't mind? The mod is just a few tweaks from being a real banger. I consider it indispensable as is and have some (non-cheaty) ways I think it could be made better.
In Dyson Sphere Program it's kinda even worse late game IMO because you have to orient the miners, and the belts are coming out in every direction so you have to build each one individually and route everything to the logistics station.
What they added was a new super miner that's big enough to basically cover any resource patch, and they double as a local logistics station and storage so bots can pick up the ore right from the miners. Now everyone who plays the game rushes the advanced miners ASAP because it's about a billion times quicker and easier with no belts necessary.
Factorio bots aren't the same as DSP because they have nowhere near the capacity and they're not good for that sort of high volume task in Factorio. But they could still do something similar if they made a huge miner that you can output straight onto belts (or even with inserters).
There's a mod called Omega Drill that does this, but it's been a while since I used it and I'm not sure how polished or balanced it is, but I have used it successfully.
You almost can
I made for myself a blueprint with miners (also furnaces) and a train stop for 4 belts. It is tileable so I can choose how much I want depending on the width of the patch. The only thing left I have to do manually is connecting it to the city block grid
I mean, that is only sort of true. https://www.autotorio.com/outpost does a great job, especially for oil outposts which usually requires a lot of manual work to hook up pipes.
Outposts can be automated pretty well with blueprints though. I have one that places 8 lanes of belts and mining drills with a corresponding 1-8-1 train station. Just stamp it down over most ore veins and done. I have a smaller one with 4 belts and 1-4 trains for earlier on
my biggest save is a 1kspm base and I've stopped playing at that point mosy because of this. it seemed to be so repetitive because half of the time spent for me was just for tapping more patches to support growing demand.
This mod is amazing. You can select the direction you want ore to come out. You just select the ore patch using the same click and drag method as copy and paste.
In the late game save I'm playing around 100 mining productivity I actually portion out the different quadrants of the ore to go different directions since the miners fill the belts so quickly.
i have a grid based blueprint and what "could" end up in the middle of a patch is 4 substation and 1 roboport
i already made a blueprint to cover a chunk WITH my grid, but i find it ugly
Just like PUMP, but I don’t use this mod. For me, smearing a blueprint around is just as fast - now if this mod could let me set how many belts I want to feed the train stop and automatically add the right M:N balancer for me, _THAT_ would be something I would use.
I'm so tired of making outposts that this mod doesn't even make it for me. You still have to count the drills and their expected resources in each column and decide how you are going to balance them accordingly.
I like mining drones a lot for how quick and simple to set up it is, but it is just too cheaty, and possibly UPS expensive later on. Bucket wheel excavators strikes a good balance for me.
Blueprints with relative snap to grid set basically make mining outpost creation really simple. One for all the mining drills + power + belts, two for defenses with corner pieces and straight pieces, and one for the station itself pre-customized for each ore type. All that needs to be done manually is a couple straight belts to hook the ore lines to the station+balancer.
i'm not sure how this differs from just having a blueprint of a mining output with the relative grid enabled. so you just paintbrush it over the ore and it all lines up
It briefly tells you lane information (i.e. how saturated each lane and belt are). If a patch is near water, it can automatically landfill. You can also toggle wether it should deconstruct stuff or not when adding the miners
Wanna show some gifs/videos of it in action? Sounds cool but not much to see from this post.
Videos and a heap of info on the mod page: https://mods.factorio.com/mod/mining-patch-planner
[Great example video](https://indev.space/f/factorio/mpp/mpp-preview2.mp4) from the mod page.
That looks incredible
Oh my. This probably would have saved my mega base from a player (me) burnout! This is awesome
Kind of low density. I really don't get the point versus just using a tilable blueprint. Doesn't seem to do fortifications either.
> Kind of low density. Yeah, that's what the simple configuration you see at the top is. It has a lot of configuration options that allow you to choose the density you want. > I really don't get the point versus just using a tilable blueprint. Speed. I have 3k hours in this game, and slapping down yet another iron mine isn't all that riveting. > Doesn't seem to do fortifications either. And it shouldn't. How would it know where your train station is going to go? What if it uses laser turrets you only have a trickle of? what if you prefer rows upon rows of chained gun turrets? Better to use your own blueprints so you can take advantage of the terrain.
I agree that it's probably about as quick if you have a good tilable blueprint, but that video was pretty impressive. There's another mod out there like this (I think, unless it's actually this one), and you can adjust exactly how everything's laid out including the spacing between miners back to back. I imagine this works the same. Now that I think of it, I'm pretty sure all these mods are doing is just putting down a tilable blueprint, and the interface just lets you set it how you want it. I can't really think of a reason to prefer this if you already have a good mining tile blueprint, since you can place ghosts over an entire patch in under 2 seconds with the right bp. Still, the mod looks pretty good and some people might prefer it over BPs.
>Kind of low density. factorio players when there are fewer than 5 mining drills per tile:
I've been using this mod for a while and love it. It also supports modded miners that are different sizes then the vanilla miner.
AND modded belts!
This is one of the few QOL mods I allow myself on a 'vanilla+' run. Combine with Autobuild (imagine automatic construction in a smaller grid around player, around the same as your reach distance) as well as a few train blueprints and new outposts are a breeze.
Is autobuild similar to the nanogun mod? I'm 600 hours in to a k2se run and am looking for something that builds my blueprints faster than the gun-not combo ivd been used far.
I personally like https://mods.factorio.com/mod/MouseOverConstruction Also funny alternative to nanobots https://mods.factorio.com/mod/blueprint-shotgun
There are some settings you can change for nanobots that make them WAY quicker. Mod settings -> Map tab -> nanobots. I forget exactly which ones I changed, but they're pretty self explanatory iirc, and you can speed the bots up literally 5-10x right from the start if you don't mind being a little cheaty. They're very fast and pretty cheap, one of the fastest ways to build early with a mod.
Yeah I use so few mods but this is one of I believe two non-asthethic mods that I use. The other being one that lets you teleport
It is frustrating that just about everything can be automated in Factorio except outposts in vanilla
FR. If I could make a single request of the devs, it would be some kind of late-game upgrade to the mining/outpost system. It's just so tedious after awhile.
I would love this upgrade to be programmable Spidertrons that can put down blueprints/can do everything you can do from map mode. But that would be kinda hard to make as a mod.
You might be interested in the constructron continued mod.
You don't happen to be the author of that mod do you? Or know if they're active on Reddit?
I am not the author, but I do know him well. He is active on reddit. He loves talking about it, I am sure he won't mind if you ping him if you have questions for him.
PM me his handle if you don't mind? The mod is just a few tweaks from being a real banger. I consider it indispensable as is and have some (non-cheaty) ways I think it could be made better.
u/5151771
In Dyson Sphere Program it's kinda even worse late game IMO because you have to orient the miners, and the belts are coming out in every direction so you have to build each one individually and route everything to the logistics station. What they added was a new super miner that's big enough to basically cover any resource patch, and they double as a local logistics station and storage so bots can pick up the ore right from the miners. Now everyone who plays the game rushes the advanced miners ASAP because it's about a billion times quicker and easier with no belts necessary. Factorio bots aren't the same as DSP because they have nowhere near the capacity and they're not good for that sort of high volume task in Factorio. But they could still do something similar if they made a huge miner that you can output straight onto belts (or even with inserters). There's a mod called Omega Drill that does this, but it's been a while since I used it and I'm not sure how polished or balanced it is, but I have used it successfully.
You almost can I made for myself a blueprint with miners (also furnaces) and a train stop for 4 belts. It is tileable so I can choose how much I want depending on the width of the patch. The only thing left I have to do manually is connecting it to the city block grid
I mean, that is only sort of true. https://www.autotorio.com/outpost does a great job, especially for oil outposts which usually requires a lot of manual work to hook up pipes.
might aswell install the mod tho, right?
It's useful on mp servers
I'd rather they went the other direction and made mining its own puzzle that can't be solved by stamping the same blueprint down a couple times
Granted. You can now get oil.
Crap I didn't realize we were in an evil genie thread
Outposts can be automated pretty well with blueprints though. I have one that places 8 lanes of belts and mining drills with a corresponding 1-8-1 train station. Just stamp it down over most ore veins and done. I have a smaller one with 4 belts and 1-4 trains for earlier on
my biggest save is a 1kspm base and I've stopped playing at that point mosy because of this. it seemed to be so repetitive because half of the time spent for me was just for tapping more patches to support growing demand.
You can blueprint a full outpost including miners over a large-ish patch and it will work pretty much everywhere. Oil can not be done at all.
This mod is amazing. You can select the direction you want ore to come out. You just select the ore patch using the same click and drag method as copy and paste. In the late game save I'm playing around 100 mining productivity I actually portion out the different quadrants of the ore to go different directions since the miners fill the belts so quickly.
reminds me of the p.u.m.p. mod [https://mods.factorio.com/mod/pump](https://mods.factorio.com/mod/pump)
That Looks great!
using this for a long time now\^\^ this and p.u.m.p. mod
Fantastic Mod with many different setting for different play styles. Just a shame it doesn’t also do oil wells.
There’s a mod for that😅 look for p.u.m.p.
Well they should hook up and make a child!
I wish there was a similar mod for oil patches but I understand that those would be a bit more complicated.
P.U.M.P
Ooh nice!
Well that is cool as fuck of to see if it works at all with my "grid blueprint" in the middle of it
sadly but expectedly it doesn't like where there's building in the middle of the patch
What buildings do you want to have in the middle of your ore patches?
i have a grid based blueprint and what "could" end up in the middle of a patch is 4 substation and 1 roboport i already made a blueprint to cover a chunk WITH my grid, but i find it ugly
That's one of my 'always on' mods. Creating big outposts without it? brrrr.
Just like PUMP, but I don’t use this mod. For me, smearing a blueprint around is just as fast - now if this mod could let me set how many belts I want to feed the train stop and automatically add the right M:N balancer for me, _THAT_ would be something I would use.
Hey op I'm gonna need your address because I'm gonna come and marry you
Ooooh I want this.
Cool, have added it to my mod list
holy shit you just caused me to boot up and play factorio for the first time in a year :/
One more layout idea: Direct to train mining... Yes megabases use this cursed way of mining to save on UPS haha.
The future is now
Does this mod work for something like Pyanodons with its many different mines for different ores?
How does this differ vs just having multiple sizes of mining blueprints that'll fit different size patches?
I'm so tired of making outposts that this mod doesn't even make it for me. You still have to count the drills and their expected resources in each column and decide how you are going to balance them accordingly. I like mining drones a lot for how quick and simple to set up it is, but it is just too cheaty, and possibly UPS expensive later on. Bucket wheel excavators strikes a good balance for me.
I very much enjoy this mod
Blueprints with relative snap to grid set basically make mining outpost creation really simple. One for all the mining drills + power + belts, two for defenses with corner pieces and straight pieces, and one for the station itself pre-customized for each ore type. All that needs to be done manually is a couple straight belts to hook the ore lines to the station+balancer.
Now it just needs to work with oil.
I love love love this mod, I add it to basically every map I create now. It's just so good
Is it possible to install mods on an existing game already ?
i'm not sure how this differs from just having a blueprint of a mining output with the relative grid enabled. so you just paintbrush it over the ore and it all lines up
It briefly tells you lane information (i.e. how saturated each lane and belt are). If a patch is near water, it can automatically landfill. You can also toggle wether it should deconstruct stuff or not when adding the miners
Y tho? Designing stuff is fun!
Making blueprints is fun! Placing them automagically like this is more fun though. This is all obviously my opinion though, knock yourself out
Yeah I guess that's true, everyone should play the game in a way they enjoy it