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0.4.9 #TEAM_TERRITORY_AND_LAND_GRABS A fully featured Oarc-style multiplayer module for GIZMOD. Allows for multiple forces (teams) with their own tech trees, resources, spawn locations, private chat, and personalization settings per-team and per-player. Fully integrated with the GIZMOD modular ecosystem for maximum depth of gameplay and advanced multiplayer interaction.
Large total conversion mods.
100% data-stage driven enemy behavior and new tech. Unlock Biter Mutagenesis, then research biter/spitter biomass, speed, damage, swarm quantity, and Apex Strain Evolution rank pressure. 5+1 new techs and an ultimate endgame foe that never quite stays dead.
Mods introducing new content into the game.
GZ-Loot #BITER LOOT UPDATE: Loot from enemies and from the sky! Biters and spawners of all kinds (incl. modded) will now drop items and FLUX. Use with GZ-Economy and RPG systems! 1.0.4: GZ-Threat enemies drop more loot!
Mods introducing new content into the game.
Mods, Modernized. Modular. 0% LEGACY SILT. 100% MODERN GRIT. Core only. Provides some basic functionality, but extensions are recommended for the full GIZMOD experience.
Mods introducing new content into the game.
accidental fork of the wood pyrolysis mod to change unlock to oil processing. adds 5 redundent crafting recipes intended for use with recipe tweeker for the comfert of creating alternitive recipes
Mods introducing new content into the game.
Terra Nauvis for MULTIPLAYER: A Grand Strategy Overhaul for Factorio Space Age. Start your own team at any time and get a separate start with resources and clean tech tree. Get immersed in a unified, topologically grounded ecosystem with all biomes/resources on one surface.
Large total conversion mods.
A neon quality-gambling district for your factory. Mint chips from surplus materials, then gamble ordinary items up the quality ladder: slot machines, Grand Casino High Roller play, circuit-controlled stop-loss builds, and animated neon spectacle. Fully automatable. The house always wins.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Establish dominance by having your Vulcanus drop pods land on Demolishers.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Vanilla electric poles solve themselves in five minutes. This mod adds a staged pole, substation, and transmission progression — with optional Power Overload integration — so your grid becomes a real part of factory planning.
Mods introducing new content into the game.
Vanilla pipes are already maxed out the moment you place one. This mod adds a staged pipe, pump, and fluid-routing progression, from compact early builds to Space Age long-range and high-throughput networks.
Mods introducing new content into the game.
Give every player a personal Nauvis with an independent force, research tree and statistics. Co-op or PvP changes diplomacy only. New dedicated saves start everyone independently; established saves preserve the original host world.
Mods introducing new content into the game.
Interplanetary nuclear deterrence for Personal Nauvis: launch silos, early warning, orbital surveillance, interception and an anonymous global DEFCON level.
Mods introducing new content into the game.
Automatically builds or removes blueprint / deconstruction / ghosts near the player. It has the same behaviour like you would do yourself mining or removing things. Also supports deconstruction which will mine mineable things to your inventory. Deconsturctions works on everything which is markable.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.