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Unloading onto a splitter puts items on both belts at once, like it was before 2.0
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Persisently toggle the global energy network per surface. Designed for Space Age shenanigans.
Small changes concerning balance, gameplay, or graphics.
Limit every item to 10 (configurable) slots in your inventory. Everything over that goes into a pocket dimension that tops your inventory back up as you use it. Ctrl-click into and out of chests uses the pocket too, and it always keeps empty slots free for new items. Made for infinite inventories with ten thousand stacks of coal.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Tracks scores for players based on what they do in the world. Now you can see who really puts in the work!
Small changes concerning balance, gameplay, or graphics.
Adds 5 upgrade tiers for guns and ammo: craft 5 of the previous tier into 1 of the next. Recipes available from the start. Configurable damage, range, and attack-speed bonuses.
Mods introducing new content into the game.
Shows attack range circles around enemy worms, turrets, and artillery. Per-type colors, filled/outline styles, shortcut and in-game panel. Recommended companion: Gun Range Visualizer.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Turn biter colonies into resource farms on Nauvis. Harvest ore and oil from coloured enemies, collect nutrient mass from worms, grow hives with the bioskeleton and guide enemies with lures. Includes loot collectors and steam turrets. Created with AI assistance. Requires Space Age.
Large total conversion mods.
Visit a flat showroom surface for any planet, with every tile, decorative, resource and entity its map generation can place laid out in labelled rows. Works with planet mods too. Admin-only by default; a map setting opens it to everyone.
Small changes concerning balance, gameplay, or graphics.
Automatic logistics for Pyanodon's caravans, in the spirit of LTN and Cybersyn. Give each outpost a role and a list of needs, and the swarm dispatches caravans, balances supply, buffers heavy items in Storage and reports bottlenecks. No schedules. Still needs a patched pyalienlife for now (pull request in progress).
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Minor modification to allow advanced chemical plants to perform fuel refinement, atmospheric condensation, electrolysis, and filtration. Also added crushing recipes (sand and imersite powder) to advanced assembling machines. Requires Krastorio 2. Compatible with Space Exploration.
Small changes concerning balance, gameplay, or graphics.
Fork of Sceatorio by Sceat (MIT). The same friendly multiplayer world with separate teams, plus natural spawns: each spawn becomes a real map starting point, so Factorio generates its ores, water and biter-free start instead of the mod placing them. Moats are off unless an admin offers them, and players can start their own factory near a friend.
Scenarios, maps, and puzzles.
A floating panel that shows produced, consumed and balance per minute for the items and fluids you pick, each bound to its planet. Includes a deficit finder, search and sorting, trend charts, a large chart window with smooth lines, comparison of up to 4 resources and a per-recipe breakdown of producers and consumers. Made for overhaul mods like Pyanodon's.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Unlock and build short-pile foundations on Fulgora without metallurgic science. Designed for Fulgora-first and Any Planet Start progression.
Small changes concerning balance, gameplay, or graphics.
Companion to AAI Programmable Vehicles. Squad formations that stay behind you, real path following with collision avoidance, tanks that crush trees and ram bugs but never buildings or people, and flamethrowers that aim for the densest enemy cluster.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Allows you to change the price multiplier for technologies in the game even after the game has started. The value can be changed in the mod settings in the 'per map' section.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Combat-focused addon for Krastorio 2 Spaced Out, adding new ways to fight back against tougher enemy modpacks such as Rampant Fixed, Fulgoran Enemies, and similar combat expansions.
Mods introducing new content into the game.
A more realistic aluminium chain for Krastorio 2 Spaced Out: sodium hydroxide, electrolysis, red sludge recycling and an aluminium chloride catalyst.
Mods introducing new content into the game.
Fire capsules of cargo between surfaces: up to space platforms in orbit, back down to the planet, and later across space to receivers on other planets. Each shot needs a capsule and a big charge of power. Circuit-controlled - and a capsule that lands on a full receiver, or on nothing at all, explodes and its cargo is lost. Inspired by the delivery cannon in Earendel's Space Exploration (an independent mod, not a port).
Mods introducing new content into the game.