Commonly Used Mods

### Mods with Compatibility Changes

Mods with Compatibility Changes. These mods are not part of the official Sea Block pack, but some kind of compatibility change has been made for them. They are also listed on this page (so you don't have to look at two pages when setting up your game).

### Incompatible Mods (Partial List)

WARNING: The full list would be very long, and ever-changing. If you have a problem with your game, mods that aren't listed here are the first things to check.

Anything that affects resource distribution might be incompatible. Sea Block does not have biters. It only has stationary worms. By the time you need to to expand, you will have sufficient firepower. You need a few each of: gardens, puffer nests, and each type of fish. You can make alien artifacts from scratch.

* Resource Spawner Overhaul. (Not useful, and potentially incompatible.)
* Any Mod that makes handcrafting instantaneous potentially breaks the tutorial research at the start of the game, as the finished crafting might not get registered by the research.

### Other Popular Mods

What Mods Should I Use? is a very common question. Base-changing = affects the final build. A few starting bots and a bit more light are game changing to new vanilla players, but not to anyone who's already launched a few rockets.

Please help us keep this list up to date. Some mods are listed as "broken," to save you time setting up a new game, but it's unfair to the devs to list something as broken after they fix it.

**The most popular mods are marked with \*.**

#### Base-Changing

* A Loader Mod of your choice
	+ AAI Loaders
	+ Deadlock's loaders
	+ Loaders Redux
	+ Mini Loaders *Note that the split belt filter feature is known to not provide consistent results after mod upgrades*
	+ Vanilla Loaders
* A Train Manager of your choice
	+ TSM / Train Supply manager. Lite-weight alternative to LTN. New and less featured
	+ LTN, and the optional but very useful companion mods LTN Manager, LTN Combinator Modernized, LTN Content Reader. Use fewer trains to do more. Mix materials each station.
	+ Project Cybersyn and the optional Cybersyn Combinator companion mod. Similar to LTN, but different implementation.
* Angel's Industries: Compatibility changes: Fixed starting fuel. Set recipe prerequisites. Moved drone shields and drone lasers later in tech tree.
* Beacon Rebalance: Use Space Exploration-style beacons (max 1 beacon per assembler, three tiers with up to 20 modules in beacon).
* Brave New World: Play as a disembodied AI rather than a human. No hand-crafting. Start with a few requester chests and bots of each type.
* Crafting Combinator: Use combinator to program or read assemblers. [ todo ... need official word from Kiwi on stability / support ]

* Editor Extensions: Add useful things like infinite supplies and power.
* Evil Mode: Voiding fluids and gas is heavily restricted. Shooting chests doesn't destroy contents.
* Fluid must flow: Use extra-large (2 wide) pipes for extra fluid throughput, capping at 72k/sec
* Megabase Fixes. Remove prod mod / speed beacon free stuff "feature". Multiplies recipe time and quantities to reduce UPS. This can make the early game harder or maybe impossible since you can't craft just one offshore pump. The end of red science is a good time to add this mod.
* Merging chests. Fit many assemblers on one chest.
* SafeFill. Place water without losing your footing (or your spidertron).
* Seablock Mining. Renables mining productivity researches and applies bonuses to crystalizers
* Solar sails. Send a 'solar sail' into space via rocket to return a 200MW solar panel (always on regardless of day/night). Used by 100x players to remove nuclear power UPS drain.
* Transport Drones

#### Not Base-Changing

* An Early game drone mod
	+ Companion Drones: Start the game with a few wimpy construction bots.
	+ Mouse-Over Construction: Wave the mouse over item to build. Saves careful mousework and clicking.
	+ Nanobots Start the game with a few wimpy construction bots.
	+ Tiny Start. Start the game with a few wimpy construction bots
* \* Additional Paste Settings: Adjust quantities for shift-L-click and shift-R-click.
* Assembly Analyst: Use coloured bars to show how much recent time working / full / starved / unpowered.
* \* BotReplacer: Find that one un-upgraded bot and deal with it. Affects speed of average logistics bot.
* \* Bottleneck Lite Use coloured dots showing whether working / full / starved / unpowered at this moment.
* \* Editor Extensions: (Lab space only.) Create a lab to test builds, complete with infinite resources.
* Enhanced map colors: Provides more colors in the radar view to distinguish different entities easier.
* Extended Descriptions: See useful things like stack size in crafting window.
* \* Even Distribution: Distribute fuel or ammo evenly, or empty your pockets with a single keystroke.
* Factory Search. Lets you search ingredients, products, storage and signals.
* \* Ghost on Water. Paste over water. Mod adds landfill to blueprints as needed.
* \* Improved Research Queue Adds all precursors, and lets you change research order.
* Inserter throughput Displays how much the inserter can move per second. Calculation accounts for bob's inserter configurations.
* \* Long Reach. Play more, run less.
* Manual inventory sorting Sort the inventory or chest with a hotkey, or set it to autosort.
* Picker Dollies: Keep wire connections while moving buildings and combinators.
* \* Pipe Visualizer: See where the undergrounds go.
* Queue to front: Alt+click on an icon to move it to the front of the handcraft queue.
* Quick Adjustable Inserters: Adjust inserter pickup and drop positions in world, without GUI.
* Seablock Planning Tools: Optimize inserters for fastest throughput.
* Shortcuts Adds more useful shortcuts.
* Tapeline Provides tools to measure distance in game.
* Teleporters Move faster.
* Thicker power lines Makes the circuit wires easier to see.
* Tiny Production UI: Adds a small window where you can monitor the production rates of items you specify.
* Utilization Monitor. Provides the percentage of how much the machine was utilized. Can be used to calculate the exact production rate of a machine.
* \* Squeak Through. Walk without fear of tripping over pipes or getting caught in alleys.

### Planning Mods

* Factory Planner. Calculate ratios and build requirements. Alternative to Helmod
* \* Foreman 2. Calculate ratios and build requirements and make a flowchart. Useful for lines with loops. Standalone program that you point at the mod folder.
* Max Rate Calculator. Check the as-built capability.
* Rate Calculator. Check the as-built capability.
* \* Recipe Book. Explore recipes. Alternative to FNEI.
* \* YAFC. Yet Another Factorio Calculator. Calculate ratios and build requirements. Standalone program that you point at the mod folder.