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Removes the quality downgrade from Larvae cultivation and adds a recipe to convert raw larvae into nutrients.
Small changes concerning balance, gameplay, or graphics.
đA hundred parsecs away from Calidus, a powerful star stirs the void. Surrounded by radioactive debris and brittle asteroids, setting up a factory in its vicinity will prove to be challenging. Adds a new star system with new resources, new technologies and new upgrades for your space platforms.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds zone-based permission system that overrides global group permissions in specific areas
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Automatically adds Colored overlays to space routes/connections based on local asteroids
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Shows only the mod that originally created an entity, item, fluid, recipe, tile, etc in its tooltip.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Automatically eats fish, healing capsules, or any other self-healing item from your inventory when health drops below a threshold. Per-player priority list. Incompatible with Auto Fish and Heal (auto-fish).
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Fork of AutoPrint by edm (mods.factorio.com/mod/autoprint), MIT License, with one crash fix: opening the planner before any electric inserter or belt is unlocked (for example with AAI Industry) no longer crashes the game. Tell it what you want to make and how fast â AutoPrint designs the whole factory for you and hands you a ready-to-place blueprint. It works out which recipes and machines to use, how many you need, arranges them, connects all the belts, pipes and power, and marks every...
Mods introducing new content into the game.
Changes the color of worm/spitter acid splashes on the ground to purple, or user selected color.
Small changes concerning balance, gameplay, or graphics.
This mod is a port of the old FE+ mod for Factorio 2.1+. It contains higher tier machines, like assemblers, electric furnaces, centrifuges, chemical plants and many other basic machines, including labs, radar (higher range). Higher tiers have faster crafting time, lesser pollution but uses more electricity.
Mods introducing new content into the game.
This mod ports the old FE+ mod to Factorio 2.1+. It contains higher tiers of defensive machines, like laser turrets or flame thrower. All come with higher damage dealt to the enemy but at a higher cost of electricity/burnable fluid. Also some better walls are included.
Mods introducing new content into the game.
This mod ports the old FE+ mod to Factorio 2.1+. This mod contains transportation for the engineer (character), like higher tier cars, tanks. But it also includes belts, storage tanks, pipes (for transportation of items/liquids), pumps and inserters. Higher tiers means more storage capacity, higher throughput or fasrer inserter movement but at a higher cost of electricity.
Mods introducing new content into the game.
Fork of Ragingart's Freight Stations with a rework fixing a whole class of bugs: no rail shift on select-new-contents, flipped/shifted pastes no longer strand balancer ghosts inside stations, stations can sit beside the start of curved rail, undo works as well. Removed placement restrictions to get rid of the code causing bugs. Uses the same entity names, so saves migrate over. Replaces the original.
Mods introducing new content into the game.
Fixes Nulla inheriting Cerys radiation restrictions, which prevent nuclear reactor placement. Restores Nulla's intended building rules while keeping cryogenic plants blocked and Cerys unchanged. Updates existing Nulla surfaces automatically.
Small changes concerning balance, gameplay, or graphics.
Core content, like FE+'s own titanium ore, pollution filters for higher tier machines, repair pack MK2/3. So some content is included in this mod.
Mods introducing new content into the game.
YKR Early Scrapper introduces an accessible, early-game recycler for Factorio 2.1 and the Space Age expansion. Adiciona o Reciclador BĂĄsico YKR nas fases iniciais das fĂĄbricas.
Mods introducing new content into the game.
SAG fork of Realistic Fusion Power for Factorio 2.1: 1:10 water-steam balance, 165 â electric boiler steam, Pre-Heated Exchanger, quality-aware machines, Space Age planet progression, K2 compatibility, automatic efficiency recipe upgrades and optional run-to-research.
Mods introducing new content into the game.
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 itâthough 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.
Large total conversion mods.
Your whole factory in one window. See what every planet produces, where your space platforms are and what they carry, where the power fails and why, how research goes, and find any item on planets, platforms and with players in one click. Just as useful in a solo game; with friends you also get who is where, titles and achievements, and some fun: a friendly lightning strike on a friend and a quiz with a prize nobody wants.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.