factorio: pick T1 vs T2 mod stack for opening session, drop mods/ + mod-list.json on kai-server #77

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opened 2026-05-23 20:54:38 +00:00 by coilysiren · 1 comment
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Originally filed by @coilysiren on 2026-05-01T11:14:42Z - https://github.com/coilysiren/infrastructure/issues/83

Goal

Decide between Tier 1 (vanilla 2.0 + lightweight QoL) and Tier 2 (Space Age + Earendel companions + biomes) for the opening Sirens factorio session. Mod stacks are documented at https://github.com/coilysiren/infrastructure/issues/77#issuecomment-4358784979.

The world that came up on 2026-05-01 is q4-2025.zip - a Space Age 2.0.72 save. So Tier 2 is already implied by the save unless we regenerate.

Decision shape

  • T1 (vanilla 2.0 + 11 QoL mods): regenerate the world without Space Age, keep entry friction near zero. Most appropriate if the friend group is mostly returning-to-factorio.
  • T2 (SA + Earendel companions + Alien Biomes): keep current save shape. Most appropriate if at least one player is an experienced SA player (which is the case per existing channel signal).

If T2

  • Drop the mod ZIPs + mod-list.json into /home/kai/Steam/steamapps/common/FactorioServer/mods/. Mods that were specifically requested in the channel:
    • LTN
    • Squeak Through
    • Long Reach / Far Reach
    • WideChests / Merging Chests
    • Advanced Solar HR (T2/T3)
  • Plus the SA companion mods (AAI Containers, Equipment Gantry, Shield Projector, Combat Mechanics Overhaul, AAI Signal Transmission, Robot Attrition, Informatron, Bullet Trails, Alien Biomes).
  • Wire up coily gaming factorio mods sync (mod creation idea #4 from #77) before this gets out of hand.

Done when

  • Decision recorded
  • If T1: world regenerated, vanilla + QoL stack installed
  • If T2: companion mod stack installed, mod-list.json reflects intent
  • First session played, no compat surprises

Tracking from: #77

_Originally filed by @coilysiren on 2026-05-01T11:14:42Z - [https://github.com/coilysiren/infrastructure/issues/83](https://github.com/coilysiren/infrastructure/issues/83)_ ## Goal Decide between Tier 1 (vanilla 2.0 + lightweight QoL) and Tier 2 (Space Age + Earendel companions + biomes) for the opening Sirens factorio session. Mod stacks are documented at https://github.com/coilysiren/infrastructure/issues/77#issuecomment-4358784979. The world that came up on 2026-05-01 is `q4-2025.zip` - a Space Age 2.0.72 save. So Tier 2 is already implied by the save unless we regenerate. ## Decision shape - **T1** (vanilla 2.0 + 11 QoL mods): regenerate the world without Space Age, keep entry friction near zero. Most appropriate if the friend group is mostly returning-to-factorio. - **T2** (SA + Earendel companions + Alien Biomes): keep current save shape. Most appropriate if at least one player is an experienced SA player (which is the case per existing channel signal). ## If T2 - Drop the mod ZIPs + `mod-list.json` into `/home/kai/Steam/steamapps/common/FactorioServer/mods/`. Mods that were specifically requested in the channel: - LTN - Squeak Through - Long Reach / Far Reach - WideChests / Merging Chests - Advanced Solar HR (T2/T3) - Plus the SA companion mods (AAI Containers, Equipment Gantry, Shield Projector, Combat Mechanics Overhaul, AAI Signal Transmission, Robot Attrition, Informatron, Bullet Trails, Alien Biomes). - Wire up `coily gaming factorio mods sync` (mod creation idea #4 from #77) before this gets out of hand. ## Done when - [ ] Decision recorded - [ ] If T1: world regenerated, vanilla + QoL stack installed - [ ] If T2: companion mod stack installed, mod-list.json reflects intent - [ ] First session played, no compat surprises Tracking from: #77
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Iceboxed in the 2026-05-29 backlog burn-down: factorio mod tier decision, hobby toy. Reopen anytime if it becomes real.

Iceboxed in the 2026-05-29 backlog burn-down: factorio mod tier decision, hobby toy. Reopen anytime if it becomes real.
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coilyco-flight-deck/infrastructure#77
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