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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.
Scrap recycles into every recipe you currently have unlocked. Items that have a chance of loss give scrap instead. No ores, no trees, no rocks, just a recycler and your wits. Good luck!
Large total conversion mods.
Gizmod-family compatibility and tweaks mod. Contains: Extended Agriculture, Fuel Barrels, Cranes, Quality Agriculture, Mythical Quality, Extended Quality, Barreling Machine, Acid Weapons, Honeypot, Personal Launcher Equipment, Wooden Platform, Bioflux Autofeed, Burner Seafloor Drill, starter bots, Early Mech Armor and Copper Bots (early bot tech), extended multiplier options for science
Mods introducing new content into the game.
#DELIVERY_DRONES_UPDATE: Now deliver goods to your neighbors via disposable drone! #TRADE_ROUTES_UPDATE: Contract goods to buy or sell and get cash-on-delivery! Automatic ledger! Multiplayer and single player trade, market, ledger and currency. Fully functioning economy system for Factorio. *Make and accept offers from other players * Supply/demand based economy * Automate purchases and sell excess goods for FLUX.
Mods introducing new content into the game.
A task/todo mod (now in beta for multiplayer) where you can organize tasks by group, perfect for Space Age with a group for each planet. Easy to add to existing saves.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A large train foundry that assembles complete trains from Smart Train Combinator models: pick a train shape, choose its resource, and the finished train fuels up and drives off onto your rail network on its own. Requires Smart Train Combinator.
Mods introducing new content into the game.
A large train foundry building that assembles complete trains from blueprint templates: import a train blueprint, queue it, feed the parts with inserters, and watch the finished train fuel up and drive off onto your rail network on its own.
Mods introducing new content into the game.
Conductive floor made from Fulgora superconductors. Replaces power poles. Includes armor charger module.
Mods introducing new content into the game.
A focused standalone Foundry for Factorio 2.0, with Krastorio 2 and Krastorio 2 Spaced Out metallurgy support. Works without Space Age, and becomes a compatibility extension when Space Age already provides the Foundry.
Mods introducing new content into the game.
A focused standalone Electromagnetic Plant. Crafts its intended electronics recipes plus selected Krastorio 2 components, rather than acting as a universal assembler.
Mods introducing new content into the game.
Automatically builds ghost entities and excavate of items marked for demolition near the player
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A personal playlist featuring tracks that, to my taste, suit the game's atmosphere. I plan to add to it over time. I try to select tracks that aren't too high-energy or intrusive, opting instead for music that highlights the alien nature of the game world. If you have any music you think would fit, feel free to suggest it—though I won't necessarily include it. Currently features tracks from C&C: Tiberian Sun, Fallout 2, Half-life 2 and Episodes, and others.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Charge equipped batteries using near-field wireless electricity transfer technology. Build a truly electric railway network with electric trains and induction rails, while wirelessly powering armor, vehicles, and Spidertrons directly from your electrical grid. Includes hybrid engines and regenerative braking.
Mods introducing new content into the game.
Make changes to Aquilo to truly make it the final planet, adding challenge and a sense of advancement to the late game. -> Some recipes are more complex. -> Some technologies are more expensive. -> And some more features....
Small changes concerning balance, gameplay, or graphics.
Add the circular collider lab, a powerful endgame upgrade for the lab. Unlocked on aquilo, you can use it on every surface, even in space!
Mods introducing new content into the game.
Highly customizable overhaul. Add lithium battery to the science pack and a whole new production chain to endgame. Unlock powerful items and a new tier of equipments.
Large total conversion mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Translations for other mods.
Translations for other mods.
Translations for other mods.