Regarding 0.15 and mods: I've returned to the game and played a bit of 2-man MP. In our first game we were still a bit rusty and underestimated biters thus ending up behind with tech too much. So we decided to try out some mods. Bob's mods seem to be the most popular choice to add complexity and extend the time it takes you to reach the point of boredom. And rightfully so. But to my surprise there is another set of mods, fully compatible with Bob's which adds even greater complexity to the game. It's the
Angel's mods and they are to Factorio what Factorio is to Tetris.
Example:
In Factorio you mine ore using drill, insert it into furnace for smelting and retrieve plates for use in industry. Angel's mods add between
1 to 5 additional steps to this process, before you even reach smelting, each increasing yield of the process but adding logistical complexity, space requirements and a lot of time to design working and extensible patterns. Smelting can be done traditionally (for most metals) but has an alternative consisting of another 3 or more steps depending on the metal. Different metals have their own specifics and require their own setups.
In this mod, processes output multiple resource types. So the complexity increases by increasing number of input resource types, output resource types or both. Some recipes even produce as many as 6 types of output resources. Filter inserters are finally useful.
The interconnections and specifics of different recipes are absolutely crazy and make it much harder to plan stuff or find solutions that are perfect fit for all situations. Petrochem is completely
bonkers. You last too long or get very far with simple designs.
The mod adds some new problems you have to deal with in your production and often forces you to think outside the box if you want stuff to be compact. One of my favorite aspect of Angel's is that many recipes have low value byproducts which you have to take care of or they will clog your prodction. And with proper setup you can actually use them for relevant resources.
After playing for about 40-ish hours in 2-man MP we designed some decent non-spaghetti setups, but we didn't even get to implement production for half of the stuff we need to and we're very far from producing science pack 3.
Bob's + Angel's mods is a great combination to massively extend your enjoyment of the game if you're into the core gameplay. It sort of reminds me of Caveman2Cosmos mod for Civ4. It surely seems excessive, but it's surprisingly well designed.