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Adds a new planet, Tenebris, a dark planet enshrouded in a thick acidic atmosphere. Fork of Big_J's Tenebris mod with several QOL features.
Mods introducing new content into the game.
Adds stack inserters to the Space Exploration mod. Requires that you've bought the Space Age expansion. I've only version bumped the original mod, mainly for personal use. Concider this mod fork depricated, and don't expect future updates or support.
Small changes concerning balance, gameplay, or graphics.
Add multiple sounds for artillery depending on distance (based on vanilla). Clone and updated to Factorio 2.1... give credit to yohannc original modder
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
This Moon of Gleba emits strange energy signatures which interfere with conventional energy sources. Use the limited power it provides to explore ancient vaults of a long gone civilization. Discover new ways to construct your machines and conquer space with your very own tool-assisted legs.
Mods introducing new content into the game.
Adds multiple types of electric powered, self healing walls to keep the biters out.
Mods introducing new content into the game.
Mods introducing new content into the game.
Farm bugs for resources, researching to help them grow. Updated for Factorio 2.1 by Abnessor.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds gold, which is used to create higher-quality circuits and other electronic components.
Mods introducing new content into the game.
Mods introducing new content into the game.
A compact 120mm mortar turret designed to soften up enemy groups with explosive and napalm shells. Fully customizable in mod settings.
Mods introducing new content into the game.
Reusable charting library for rendering line graphs and bar charts in Factorio mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A machine faction that builds. The Replicators mine a matter node, run a real factory, research their own technology, and expand with construction robots. Their escalation is a factory on your map, so you can scout it, starve it, and take it.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Adds three fuel-powered equipment-grid generators, providing more electricity at a lower crafting cost than their vanilla alternatives. The original generators remain available, while the new versions trade cheaper construction and higher output for ongoing fuel consumption. Refuelling is handled automatically by Factorio's native system, with no runtime Lua scripts or on_tick processing.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Optional main-menu simulation pack for Space Age Railway Expansion. Shows the mod's custom railway content within the factorio start up menu simulations. Done as a seperate mod as space age railway expansion is on the verge of exceeding the max mod size. Also allows me to update this with new scenes seperate from the original mod.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Selecting a messy power-pole area, rebuilding only the internal copper links into a cleaner row/column comb, and doing it safely and efficiently without disturbing unrelated wiring.
Mods introducing new content into the game.
Various optional tweaks to make nuclear power a bit more sensible and easier to get started with.
Small changes concerning balance, gameplay, or graphics.