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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.
Adds a recipe to make Carbon Fiber without organic components. Meant to be less efficient than organic Carbon Fiber to encourage production on Gleba. Configurable.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
If the game allows railways to exist, then they deserve the right to cross planets portals for cross-surface train teleportation. Supports cybersyn2 and LTN for automated logistics. 如果游戏允许铁路存在,那铁路就该拥有跨越星球的资格 跨地表铁路传送门。支持cybersyn2和LTN 自动化物流。
Mods introducing new content into the game.
Khemia is a barren planet, with strange energies pulsing below the sand. Here, you must harness the power of Alchemy: Breaking materials down into magical energy and reconstructing them. Glyphs act as pipes, allowing you to transport energy, but placing them is often more art than science. As your factory grows, connecting glyphs becomes a unique puzzle. Alchemy also unlocks useful new tech, like spoilage-preventing brine tanks, massive cargo cranes, and surface-to-orbit teleportation.
Mods introducing new content into the game.
German Translation for several mods. Deutsche Übersetzung für verschiedene Mods.
Translations for other mods.
Continuation of Gregtorio by Damien Reave: a GregTech-style total overhaul from digging clay with a shovel up to the stargate. Adds the GregTech: New Horizons progression up to UXV and victory, AE2-style ME storage with autocrafting and fluids, and fixes. Source and issues: https://github.com/Rykon00/Gregtorio
Large total conversion mods.
Adds two bigger steam turbines (MK2 and MK3) and a big heat exchanger. Turbines use the same steam consumption per MW as the vanilla turbine, so upgrade savings are purely about space. Outputs are configurable in mod settings.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Creates an overlay for resources and mining drills to help with placement.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Train dispatcher: providers, requesters, depots, fuel stations, cleanup and manager in one mod – built for high UPS.
Mods introducing new content into the game.
Simple solar panels equipment with more power (configurable)
Mods introducing new content into the game.
Increases the lightning collection and protection range of the Lightning Collector in Space Age.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Link neighbouring chests of the same type into one shared inventory, like the cargo bays of Space Age. Each side is switched on or off in the chest window.
Mods introducing new content into the game.
Mooncrete variant of the concrete mix from crushing industry. auto-replaces mooncrete recipes.
Small changes concerning balance, gameplay, or graphics.
Long-range roboports with built-in battery storage, high-performance construction and logistics robots, and a compact personal roboport. Suitable for hazardous areas in a plant where power interruptions may occur.
Mods introducing new content into the game.
Select machines to see how many items they produce and consume per second, minute or hour. Intermediate items made and used inside the selection are balanced: machines short on an input are slowed to what's actually supplied.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Configurable gameplay and production settings, inserter configuration, accumulators, electric furnaces, superheating, lighting, night threats, mixed resource patches and starter packs. Works with or without Space Age. Includes Squeak Through, gun turret reloading, nearby ammunition counts, a corpse cleaner and AutoDeconstruct. Also includes production status indicators, damage numbers, character research, mining drill filters, Resource Eraser, FuelGlow and chemical/incendiary rockets....
Mods introducing new content into the game.
Compact 1×1 belt crossings with independent straight-through flows and lanes. Uses connected belt speeds, preserves quality and belt stacks, and needs no electricity.
Mods introducing new content into the game.
Large total conversion mods.
An advanced combinator that can modify the research queue and output research-related signals based on input signals.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.