[[Factorio]] QOL MOD Recommendations: Top 10 for Version 2.0 (Updated)
When hunting for QOL MODs in Factorio 2.0, Space Age and Quality prerequisites alone make prioritisation surprisingly tricky. It's easy to end up grabbing everything that looks helpful and getting more confused than before.
[[Factorio]] QOL MOD Recommendations: Top 10 for Version 2.0 (Updated)
When hunting for QOL MODs in Factorio 2.0, the prerequisites alone—Space Age and Quality—make prioritisation surprisingly tricky. It's easy to grab everything that looks helpful and end up more bewildered than before. This guide targets anyone from newcomers just getting into MODs to mid-tier players who've touched 2.0+Space Age and started feeling the friction. I'll share a framework to safely pick from 10 options before diving into specifics.
I hit the same snag shortly after adding 2.0+Space Age: not enough UI feedback around inter-planetary logistics, and my hands ground to a halt. The lesson learned was that QOL MODs work best when introduced in layers, starting minimal. Here, I'll break things down across three axes: "what friction are we removing?", "how far does vanilla 2.0 get us?", and "does this remain valuable in the Space Age era?" I'll also cover compatibility, optional dependencies, incompatibility flags, and the practical 60 UPS viability check.
Prerequisites for Adding QOL MODs to Factorio 2.0 / Space Age
Version clarity and terminology
This guide assumes Factorio 2.0 and later. Before we go further, let me clarify something that often trips people up: 2.0 itself, Space Age, and Quality look similar at first glance but serve different roles. Version 2.0 is the baseline—when evaluating QOL MOD value, we start by asking "what can vanilla handle now?" Quality and Space Age are substantial additions layered on top.
The paid expansion Space Age ships as three major MOD bundles: Space Age / Quality / Elevated Rails. Each can be toggled independently. Space Age itself adds four new planets and significantly expands the tech tree and logistics framework. Quality, meanwhile, is often misunderstood as inseparable from Space Age, but in practice it functions as an independent toggle—clearer to think of it as a separate feature.
I'm also laying out my evaluation axes upfront: UI improvement, build assistance, information visualisation, logistics support, and UPS cost. Factorio runs on a tick system, ideally at 60 UPS per second. A QOL MOD that saves clicks but hammers frame rate becomes a net loss as factories scale. Completion isn't just convenience—it's convenience without dragging performance into the ground.
自分がSpace Ageで惑星間補給を始めた直後も、まさにこの「情報が足りない」感覚で手が止まりました。
特にカーゴ降着パッドは、一度に1スタックしか受け取れない仕様です。
初見ではこれを見落としやすく、こちらは「なぜ十分送ったはずの資材が届かないのか」と物流設計のほうを疑ってしまいます。
実際には輸送量ではなく受け側の仕様理解が詰まりどころで、こういう瞬間に価値が跳ね上がるのが、警告表示や在庫状況の把握を助ける情報表示系QOLです。
Space Ageは新要素そのものが楽しい半面、見えていない制約にぶつかったときのロスが大きいので、QOL MODを「作業短縮」ではなく「認知負荷の削減」として見ると選びやすくなります。
用途別5軸
For context, the Mod Portal (https://mods.factorio.com/) is where I always start, and the Mod Overview (https://wiki.factorio.com/Mod_overview) and Space Age page (https://wiki.factorio.com/Space_Age) keep me honest on compatibility.
古いセーブを2.0系へ持ち上げる場面では、MOD自体の出来よりも セーブ側の前提と対応バージョン表記が噛み合っているか が重要になります。
とくに1.x時代に組んだ構成をそのまま読み込もうとすると、見た目は近いのに内部前提が違うMODが混ざって、ロード前から不整合を起こしやすいです。
A confusing detail: install location ≠ settings location. Factorio writes mods, saves, configs to user data, not the game folder.
This distinction matters because QOL MOD value shifts based on your active components. In vanilla 2.0 alone, UI tweaks and build shortcuts dominate. Switch on Space Age and suddenly inter-planetary shipping, remote inventory checks, and quality-specific item sorting become the pain points—here, information visualisation and logistics assistance jump in priority. Conversely, MODs duplicating 2.0's standard toolkit lose relevance.
I'm also laying out my evaluation axes upfront: UI improvement, build assistance, information visualisation, logistics support, and UPS cost. Factorio runs on a tick system (explained in the 'Time' wiki entry), ideally at 60 UPS per second. A QOL MOD that saves clicks but hammers frame rate becomes a net loss as factories scale. Completion isn't just convenience—it's convenience without dragging performance into the ground.
I'll also split beginner-focused from intermediate-tier MODs. Beginner picks prioritise "reducing friction" and "preventing information loss" without warping vanilla understanding. Intermediate picks target "speeding up design iteration" or "managing cognitive load across multi-planet or quality workflows"—things that only pay off once you have the foundation.

Space Age
wiki.factorio.comThe Space Age / Quality relationship
A major source of confusion in Space Age-era MOD picking is the boundary between Space Age and Quality. Quality introduces rarity tiers to every item, building, and piece of equipment. That creates new friction: "what's actually high-rarity here?", "where did the mixed stuff go?", "which chest has what quality level?" Quality itself generates the problem, and QOL MODs exist to soften that pain.
But here's the wrinkle: Quality isn't wholly separate from Space Age—it's a Space Age subsystem that can also toggle independently. This phrasing is awkward, but practically it means "you can run just quality management without the new planets". Leaving this ambiguous breaks MOD hunting because Space Age-focused advice and Quality-focused advice start bleeding together, making it impossible to know which MODs actually matter for your setup.
A second critical point: pushing Quality into the upper tiers heavily ties it to Space Age. The official 'Quality' wiki page clarifies that the top two tiers require technologies from Gleba and Aquilo—the two Space Age planets. This creates two tiers of Quality play: early-stage (quality tweaks and visibility) versus Space Age-integrated (planetary-scale quality flows). Each tier needs different QOL support.
My own Space Age startup stalled the same way: right after inter-planetary resupply kicked in, I hit an information wall. Cargo Landing Pads, as detailed in the wiki, have a single-stack-per-delivery cap—an easy detail to overlook. I spent time debugging the factory design when the real culprit was a specification I'd missed. That's where information-display QOL shines: it catches the design constraints you didn't know existed. Space Age introduces new friction at the edge of visibility, which is exactly where QOL tools hit hardest.

Quality
wiki.factorio.comThe scope of QOL MODs covered here
By "QOL MOD," I'm not talking about Krastorio 2 or Space Exploration—those are full overhauls. This guide covers lightweight convenience layers that smooth experience without rewriting the core rules. Broadly: UI polish, operation shortcuts, build scaffolding, and information visualisation to reduce cognitive load and finger fatigue.
Drawing this boundary cleanly matters. It prevents conflating "polish" with "difficulty rebalance". A MOD that improves click counts or readability while keeping vanilla's design intact earns QOL status. One that reshuffles recipes, enemy stats, or progression timelines is a different category. For transparency, I'm anchoring rankings to how well they extend vanilla 2.0 and Space Age in the same spirit.
That foundation requires checking overlap with vanilla. Version 2.0 filled in a lot: inventory filters, stack shortcuts, and the Upgrade Planner all ship standard. So a MOD earns credit only if it addresses friction vanilla doesn't cover—or covers poorly. I'll look hard at "this used to be essential but isn't anymore."
The beginner/intermediate split reinforces this. Beginners need "keep me from shooting myself in the foot" and "show me what I'm missing"—stuff that doesn't require rethinking. Mid-tier play faces "I have six outposts spread across a planet and two moons; I need to see everything at once" or "quality mixed in here is tanking my line"—real scale problems. Different tools, different payoff, different moment-of-value.
For context, the Mod Portal (https://mods.factorio.com/) is where I always start, and the official wiki's Mod Overview (https://wiki.factorio.com/Mod_overview) and Space Age page (https://wiki.factorio.com/Space_Age) keep me honest on compatibility.

Upgrade Planner - Factorio Wiki
wiki.factorio.comEvaluation Framework for QOL MODs
Five-axis breakdown
When I line up QOL MODs, I anchor first on "what is this actually fixing?", then split across five axes to make comparisons transparent: UI improvement, build assistance, information visualisation, logistics support, UPS cost.
UI improvement shrinks friction in raw interaction. Cleaner inventory views, faster shortcuts, clearer selection states—anything that reduces hand-fatigue per action lands here. In 2.0, vanilla's UI polish is already solid, so I'm looking for gaps in standard visibility or navigation that remain worth filling.
Build assistance accelerates placement, swapping, and tuning rhythm. Factorio's factories grow until repetitive decisions dwarf single clicks. That's where this axis wins: blueprinting that flows, upgrades that don't hurt, designs that copy cleanly. Post-Space Age, with multiple outposts, the value flips from "faster placement" to "reusing designs feels good".
Information visualisation is where 2.0+Space Age reshuffles priorities. Quality mixing, remote stockpiles, per-planet shortages, circuit states, logistics networks—invisible info becomes the bottleneck. I've been there: no broken code, just couldn't see what was happening. This axis is "unglamorous but clears deadlocks".
Logistics support reduces supply misses and shuffle errors. Belts, bots, trains, rockets—they all sink under cognitive load at scale. Space Age stretches distances instantly, which multiplies logistics blindness. "I didn't notice the shortage until too late" or "resupply is in my head, not my tools" both get easier here.
Finally, UPS cost. Factorio's refresh rate is 60 UPS by design (see the 'Time' wiki). A QOL MOD that adds convenience at the expense of processing becomes a net loss as factories balloon. I'm looking for "does the job match the load?" Not every lightweight-looking MOD is actually lightweight when thousands of structures exist.
When lining MODs up, I use a table format: problem solved / vanilla path / Space Age value / UPS notes for each of ten entries. QOL MODs rarely sell themselves as pure features—they sell on "when does this save me?"—so framing that moment matters.

Time
wiki.factorio.comPriority order: beginner vs intermediate
The same MOD plays differently at different skill levels, which isn't just difficulty scaling—it's problem type shifting. Mixing them breaks the ranking because a convenient-but-premature MOD and a powerful-but-early MOD sit in different contexts.
At beginner level, I'd prioritise 1–3 UI/operation MODs. You're still learning vanilla's patterns. Squeezing logistics or automating builds comes later; right now, "where do I look?" and "which button?" matter most. Stacking MODs here actually hurts—fewer, cleaner additions let you track what changed.
Early play especially rewards this restraint. Inventory chaos feels awful, but learning vanilla's stack moves and filters is free speed-up. I reran 2.0 from scratch, and skipping MODs while internalising standard ops then led to sharper MOD picking later. Beginner QOL isn't "replace tedium"; it's "polish annoying bits after understanding the base".
Intermediate play flips priorities. Factory size climbs, Space Age kicks in, you hit real limits. Now logistics, visualisation, and build support in layers start paying. Stockpiles scattered, one base per planet, quality mixing in—suddenly "info deficit" causes more stalls than "click fatigue." Here's where multi-planet awareness and quality sorting help most.
Space Age pushes this gap wide. Four planets arriving at once means one-base comfort barely helps. The payoff turns to staying aware across distance. Intermediate QOL tackles that: "what's short on Gleba right now?", "is landing pad receiving in this quality band?", "which factory is actually starving?" MODs for these hit their stride at scale.
Pre-import checklist: replacing vanilla
The smartest MOD hunt starts before downloading—"can vanilla already do this?" Vanilla 2.0 is thick with features. Old must-haves often aren't anymore. Skipping this check means redundant UIs piling up.
The process is quick:
- Pin down the frustration concretely: "stock management is painful" vs. "old assembly swaps are slow" vs. "I can't see what's starving remotely". Vague = every MOD looks useful.
- Check vanilla 2.0 coverage: Upgrade Planner, stack ops, expanded tool belt, filter slots—try these first. Often they suffice.
- Ask if Space Age changes the value: Maybe solo 2.0 doesn't warrant a MOD, but planetary logistics does. Or the reverse—vanilla still covers it well.
- Peek at Mod Portal metadata: Each MOD page shows dependencies, factorio_version, optional flags (
?), and incompatibilities (!). Compatibility is as real as feature fit.
- Assess UPS : role ratio: Does it monitor constantly (heavy) or only on-demand (light)? A heavy MOD solving a small problem is a bad trade.
This method kills dead weight fast. "Vanilla does 80% of this, so wait" or "Space Age flips the value spike here" or "optional deps make it too complex right now" become obvious calls. Ranking stops being "which is coolest" and becomes "which fixes my specific bottleneck without overkill?"
Top 10 Factorio QOL MODs
This list splits into four categories: UI improvement, build assistance, logistics/visualisation, and Space Age support. The ranking logic: UI gain, build speed, info value, UPS load, vanilla overlap. Beginners get "operation polish, minimal learning curve"; mid-tier gets "info gaps and re-design friction". Space Age ones are "planet-scale and quality-specific".
Always check Mod Portal (mods.factorio.com) individual pages before installing. Key fields: 1) factorio_version (2.0 support?), 2) dependencies (required vs optional), 3) incompatible flags, 4) last updated and changelog, 5) download count framing (Mod Portal counts "first downloads per release", not active users). Missing optional dependency checks cause "feature isn't showing up" far too often.
💡 Tip
Download numbers are popularity hints, not user-count truth. Mod Portal's numbers track "first-time downloads per release", not current active loads. Skip popularity sorting; pick by role and overlap instead.
UI Improvement: Slots A–C
A. Factory Planner
Sums up production chains, flags shortfalls, calculates build counts on-screen. No Excel tabs needed. "How many assemblers do I actually need?" becomes visible.
Comfort payoff starts around blue science, when assembly chains kick in. Beginners see "what to build", mid-tier players tune beacon and module configs. Best for folk who'd rather visualise than mental-math.
In 2.0+Space Age, new intermediates spike value. Space Age adds techs and buildings; Quality layers more items. Planner absorbs that: "which planet makes what, how much?" without the guessing. Not inter-planet auto-shipping, but the planning foundation is solid.
Setup touches: display units (per-sec, per-min), beacon assumptions. Pick one, stick with it—less confusion. Don't pair heavy calculation MODs; one planner beats three. Vanilla can't match the overview; this fills a real gap.
B. Recipe Book
Quick item/recipe/usage lookup. Factorio stalls on "what uses this?" Instant search beats Wikispawning.
Payoff: whenever unknowns pile up. Fresh 2.0 review or Space Age's new resources need constant cross-checking. Best for "I'd rather not tab-out" players. Mid-tier, information density is higher.
2.0 caveat: vanilla tooltips bulked up, so MODs aren't outright mandatory anymore. Mostly a "prefer-to-search rather than scan" thing. In Space Age, new planets and quality variants spread info further; having one search entry point is genuinely nice.
Config: search scope, display clutter. Start minimal—don't show every variant at once. Stacking multiple recipe/lookup MODs splits where to look and defeats purpose. Vanilla covers some ground, but search-speed stays MOD territory.
C. Bottleneck Lite
Colours machine states: stopped, waiting for input, clogged output. Problem-spotting speeds up instantly.
Payoff: scanning lines for broken spots. Beginners see "why is that idle?", mid-tier debugs massive lines faster. Right for folk who diagnose via observation.
2.0 notes: vanilla UI already shows state info, so this isn't make-or-break. Space Age, though, means "I'm on Aquilo now, which furnace just died?" benefits from colour-at-glance. Quality chains get the same boost.
Config: display size, coverage scope. Avoid full-factory glow; pick key areas. Stacking warning/overlay MODs dilutes the signal. Vanilla partial sight vs. colour-at-distance is a different feel.
Build Assistance: Slots D–F
D. Module Inserter Simplified
Bulk-inserts modules into many buildings in one go. Late-game repetition killer.
Payoff: when scaling assembly lines with fixed module configs. Early? Niche. Mid-tier with beacons and modules standard? Heavy used. Right for "design is locked, just multiply it" folk.
In 2.0+Space Age, re-tuning per-planet setups and quality-adjusted builds happen often. Swapping module sets across a cluster suddenly matters. Space Age angle: "all Gleba's furnaces get this quality-priority setup" applies everywhere at once.
Setup: target range, no-overwrite safety. Pair carelessly with auto-replace MODs and you lose visibility into what changed. Vanilla Upgrade Planner doesn't handle bulk module work; this does the job.
E. Picker Dollies
Nudge placed entities (chests, furnaces) without removing them. Saves micro-adjustments when blueprints are almost right.
Payoff: "if I shift this one cell, the bus snaps perfect". Beginner-friendly, preserves layout intent. Mid-tier tightens dense layouts (bus edges, rail yards). Right for "I have the design right but the fit is off by one" moments.
2.0+Space Age note: geography and resource placement on new planets often forces cramped outposts. Landing pad adjacency mattered—here, micro-fiddling without full rebuild is huge. Network routing also gets finicky, and 1-cell shifts matter.
Setup: almost zero—pick what moves and go. Over-reliance can mean sloppy blueprint planning. Vanilla demands rebuild; this saves tedium. Worth keeping.
F. Even Distribution
Evenly spreads your held items or fuel across multiple machines. Seeding furnace banks or turret ammo goes smooth.
Payoff: early furnace runs, ammo hand-loading. Beginner superb at cutting pure clicks. Mid-tier builds benefit during early-stage setups.
2.0+Space Age note: vanilla ops already improved, so priority dips. But Space Age's early-planet phases do arrive resource-tight. "Spread my limited stuff evenly before I split it" feels good again. Quality doesn't directly benefit.
Setup: hotkey tuning. Align to your reflex and value jumps. Piling on inventory/distribution MODs creates redundancy. Vanilla has some reach here, but even-spread speed is MOD-exclusive.
Logistics / Info Visualisation: Slots G–I
G. Rate Calculator
Select a build cluster, read the theoretical production/consumption. Diagnoses "is this line actually hitting target?" in real time.
Payoff: "does this setup do what I designed?" Beginner too much info; mid-tier indispensable for troubleshooting. Right for "empirical fiddlers" who live in copy-paste-and-measure.
In 2.0+Space Age, new chains and buildings tempt "I'll wing this" guessing. Space Age angle: per-planet production often needs reality-checking. "Am I making enough here or relying on import?" becomes clear. Quality mixing obscures output; this cuts through.
Setup: output units, selection scope. Start simple—just "what am I making?" Don't nest ten calculators. Vanilla reads recipes; stepping to real-world measurement is MOD-land. Hard to live without once you try it.
H. Pipe Visualizer
Highlights fluid network routing. "Where does this oil go?" becomes obvious.
Payoff: refinery tweaks and chemical line debugging. Beginner "is it even connected?", mid-tier speeds up sprawling networks. Right for "fluids confuse me" builders.
2.0+Space Age: fluid flows matter more as production spreads. Space Age angle: per-planet processing means redoing fluid layouts often. Quick visibility = faster iteration.
Setup: highlight strength, toggle. Use on-demand rather than always-on; screen noise vs. clarity trade. Vanilla: can't see flow visually. MOD fills a real void.
I. Logistic Train Network or Cybersyn
These split the conditional-train-dispatch job: MOD-based route logic replaces manual train babysitting. Big step up from vanilla signals alone.
Payoff: when train counts and stations multiply past manual sanity. Completely mid-tier; early-game overkill. Right for "megabase rail" folk.
2.0+Space Age note: vanilla train logic is potent, so this isn't mandatory. Space Age angle: each planet's rail network scales independently, but inter-planet shipping is not rail—it's rocket. Value tiers up only when scaling ground logistics huge. Quality sorting via trains gets easier.
Setup: supply vs demand station concept. Miss this and it's learning cost, not QOL. Don't mix multiple train MODs. Vanilla does work; mid-tier+ benefit. UPS matters here—scaling rail overhead is real.
Space Age Support: Slots J–L
J. Queue To Front
Tweaks production or crafting queue ordering slightly. Small QOL, compounds across many clicks.
Payoff: hand-crafting, order re-shuffles. Beginner usable but invisible; mid-tier feels the polish. Right for "click fatigue on menu ops" folk.
In 2.0+Space Age, item variety climbs; queue-juggling happens more. Space Age angle: early-planet bootstraps involve hand-work; queue shuffle helps. Quality doesn't directly benefit.
Setup: basically none—install and go. Stacking tiny MODs blurs which shortcut came from where. Vanilla: can reorder manually; speed matters. Lightweight win.
K. Auto Deconstruct
Flags spent outposts (depleted mines) for auto-removal. Tidies up after resource runs dry.
Payoff: outpost cleanup. Early-game rare; mid-tier with many bases, essential. Right for "I have way too many ghost buildings" players.
In 2.0+Space Age, outpost lifespan and re-staging increase. Space Age angle: planets get temporary vs permanent base tiers; unused gear vanishes automatically. Salvage flow improves.
Setup: deconstruct conditions. Too broad = accidents. Start conservative. Stacking auto-remove and auto-build layers hides what triggers. Vanilla can't mark automatically. Real helper.
L. Quality-Specific UI MOD
This slot adapts to your Quality focus. Quality (independent toggle) adds four rarity tiers; spotting which is which and routing each level matters. Tiny UI MODs ease the visual load.
Payoff: once quality mixing starts. Completely mid-tier; newbies don't need this. Right for "I'm sorting by rarity" builders.
In 2.0+Space Age, Quality runs deep. Space Age angle: limited shipping bandwidth means high-rarity only—confusing high-rarity with normal is expensive. Clear marking cuts mistakes. Recycling hits 75% loss, so missorting hurts.
Setup: rarity highlight strength, filter tweaks. Tone down or you blur normal goods. Stacking Quality UI MODs creates conflicting visuals. Vanilla has some coverage; full-scale sorting leans on MOD help.
Zooming out across ten picks, beginners anchor Recipe Book, Bottleneck Lite, Even Distribution, Picker Dollies—"ease friction without warping base game". Intermediate leans Factory Planner, Rate Calculator, Module Inserter Simplified, train systems, Quality UI—"value spikes at scale". The repeatable read: start with 2 UI picks, add 1 build or viz pick, then layer Space Age friction relief.
Installation, Compatibility Checks, and Practical Upkeep
Finding and installing via Mod Portal
Factorio MOD sourcing starts at Factorio Mod Portal (mods.factorio.com). It's the official distribution, so in-game and browser lookups see the same data. Small MODs like QOL picks work especially well via quick install-and-test cycles.
In-game: Menu → MOD → search, install, auto-resolve dependencies, reload. Slick, though wait times aren't instant.
Browser route lets you scan version, changelog, dependencies, factorio_version side-by-side across candidates. Better for comparison. Pay special attention to 2.0 and Space Age support flags—search results can include outdated entries.
Manual zip method: download from Portal, drop into mods folder as-is (Factorio reads zipped). Backup method when in-game fails. Less automation on deps, so the next section matters more.
Working with mods folder, write-data, and save strategy
A confusing detail: install location ≠ settings location. Factorio writes mods, saves, configs to user data, not the game folder. See the 'Application Directory' wiki for your OS—Windows is typically %APPDATA%\Factorio\mods.
This write-data concept matters. Changed MODs go there; old configs linger unless you purge them. New MOD picks break if you're staring at the game install path instead of user data.
Backup early. Before testing a new QOL MOD, clone the target save with a new name, maybe back up the mods folder too. Small MODs still touch save data (UI defs, entity counts). "Looks safe" is a trap.
Rollback is simple: remove the MOD zip or toggle it off in settings, restart, load an older save. MOD crashes rarely destroy saves—they just make them unreadable until you fix the cause.
💡 Tip
I once spent two hours wondering why a MOD's advertised feature was missing, only to discover later: optional dependencies. The Mod Portal page had ? dependency-name under the MOD's dependencies—I needed to install that too. Always scan the dependencies section before deciding something doesn't work.

Application Directory
wiki.factorio.comReading dependencies, optional flags, and incompatibilities
Mod Portal's individual pages pack the truth. The dependencies and factorio_version fields are your protection.
Required dependencies (no flag) are mandatory. Missing them = no load. In-game browsers auto-fetch these, so beginners rarely hit this snag. Manual imports can miss them—source of "why won't it start?" errors.
Optional dependencies (? flag) are the footgun. They're loaded if present, but not required. Feature-complete vs. feature-incomplete is invisible until you test. I've spent hours chasing a MOD's "missing feature" only to realise I needed a second MOD in its optional list. The fix: read the dependencies table before assuming the feature's broken.
Incompatibilities (! flag) mean "don't pair with this". Train-control and quality-sorting MODs often declare conflicts—one wins, the other breaks. "Same job, so compatible" is wrong; same location often means collision.
factorio_version matters huge. Old 1.x MODs clutter 2.0 searches. Space Age (October 2024) split the scene—many MODs predate it. Check both the version field and the release log to know if you're looking at "2.0-ready" or "waiting for update".
Understanding UPS and seeing the load
Factorio targets 60 UPS—the update speed. Fall below and things stutter. QOL MODs vary: some are pure UI (light), some monitor constantly (heavy).
The split: "only runs when you open the UI" vs. "runs every tick in the background". Recipe Book and Planner compute on-demand. Circuit readers and train networkers scan constantly. Same convenience, different cost.
Space Age's size makes this visible. Inter-planet stuff, more UI space, more buildings—add monitoring MODs and the load stacks faster. I've loaded a "works fine on day 1" layout into an endgame factory and watched 60 UPS dissolve into 40 UPS. Beginner-scale hid the cost.
Diagnosis: use --show-fps and --show-time-usage (see the Time wiki). Script time vs render time tells you if MODs are the culprit. Then toggle suspects one-by-one and watch for recovery. Cutting 1-by-1 beats ripping out everything; you'll spot the real problem MOD, not suspect the wrong one.
Space Age scales this pressure. Skip the light-load phase and stack MODs; you'll feel it at 500+ hours when the factory's massive.
Preventing Common Mishaps
UI conflicts and hotkey collisions
Stacking QOL MODs often births overlapping buttons, lost click targets, or hotkey wars—one MOD's shortcut shadows another's.
Hotkey doubles show up fast: press key, wrong UI pops, nothing happens, or screen flickers. Head to Controls settings and un-cross the wires. My fix: new MOD entered, old one stopped, restart, check symptom gone, then repoint hotkey if needed.
UI overlap is trickier. One MOD's info panel crowds another's buttons. Full-screen corruption and "I can't click here" are signs. Method: toggle MODs one-by-one, reboot each time, see when the visual mess vanishes. Tedious but reliable.
Space Age UI interference
Space Age added planets, orbit mechanics, and resource flows—entirely new UI zones. Some QOL MODs stepped on those same zones by accident.
Signs: planet/orbit panels open weirdly, buttons vanish, info stops updating. Cut suspect MODs in the planet/orbit/overlay family and retest. Space Age's three add-in MODs are large; contact surface with QOL is bigger than expected.
Sometimes 2.0-era QOL is snug with vanilla but gets squeezed once Space Age lands. The fix: isolate and toggle the Space Age–adjacent MODs first, then whittle down others. Planets are four-wide vs single-origin, so density jumped.
Compatibility across save versions
Old saves dragged to 2.0 carry baggage. MOD assumptions shift; factorio_version mismatch silently breaks things.
Watch for: 1.x MODs lurking in your stack. They parse (no error), but features drop or configs reset. Old UI MOD especially: loads fine then shows half-function.
The read-ahead check: scan all MODs' factorio_version before loading an old save. Swap out 1.x entries with 2.0 versions. Space Age split the ground (October 2024 cutoff)—stale MODs on either side may or may not work.
💡 Tip
Old saves + old MODs = silent breakage. Update MOD list before loading, or you'll debug UI ghosts for hours.
Vanilla Features Worth Revisiting
Upgrade Planner as foundation
Before filling the cart with QOL MODs, circle back to the vanilla Upgrade Planner. In 2.0+, it's no longer just "swap yellow belt for red"—it's your safe editing scaffold. Any ranking of MODs starts with "how far does Planner get me?" If QOL MODs don't add over that, they're padding.
The Planner's power is target-scoping: swap only furnaces, skip inserters, keep poles. Accidents plummet. I relied on it constantly while redesigning. Build-replacement MODs offer convenience, but Planner's choosiness often wins out.
This matters for ranking because good build assistance MODs extend Planner's reach (finer filters, faster targeting) rather than replace it. Spot that difference and you see which MOD to pick. Initial transparency comes from asking "does this play alongside Planner or replace it?" Most good ones layer on top.
Inventory management basics
Inventory tweaks are tempting—auto-sort, smart stacking, bulk moves. Stop. Vanilla's filter slots and **stack operations
Haruto
Factorio 1,500時間超。MOD開発・日本語翻訳の貢献経験を持ち、大型MOD踏破と Space Age DLC 全惑星クリア済み。海外コミュニティの最新情報もカバーします。
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