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Adds an electric quality assembler that upgrades items to the next quality tier. Quality modules are consumed as catalyst materials (4 item + 4 QM3 -> 1 next-tier item). Uses vanilla assembling machine 3 graphics for now.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Several balanced and vanilla friendly recipes using fusion plasma, inspired by current real life usage of plasma in industrial settings.
Mods introducing new content into the game.
Stable version of classic Maraxsis, as close to the 2.0 version with fixes from the 2.1 experimental version. Dive into the uncharted waters of Maraxsis, a world where the sea covers everything. Utilize submarines to explore, craft advanced fluids inside the hydro plant, build pressure domes, and master the challenges of deep-sea logistics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Tachigami Itsuki Modpack for Space Age, Bob's and Angel's. Seamless integration of Space Age with Angel's & Bob's mods. Unified balance, new entities, items, fluids, recipes, and technologies, plus updated icons.
Collections of mods with tweaks to make them work together.
Makes Gleba's overgrowth tiles able to spread on their own, but cost much more to craft.
Mods introducing new content into the game.
Compatibility and progression-hardening layer for the maintained Omnimods, Bob's, and Angel's suites on Space Age, now with PlanetsLib / alternate-start / large planet-pack support.
Small changes concerning balance, gameplay, or graphics.
Creates a feature-rich train logistics system controlled by cybernetic combinators and the circuit network.
Mods introducing new content into the game.
Adds a semi-early Heavy Machine Gun turret for Krastorio 2 that takes Anti-Materiel Rifle magazines. Generates AMR magazines if MWR is disabled. Damage and fire rate bonuses on the ammo and turret may not persist if MWR is enabled or disabled on a prior save.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
A wide/tall buffer chest for train-loading megabases with many stations. Unlike merged/warehouse chests, which add more slots as they grow, this keeps a fixed, small slot count and multiplies per-slot stack size instead - it stays UPS-efficient no matter how wide it gets, and reads out over a single circuit wire.
Mods introducing new content into the game.
Adds logistic-train-stops acting as anchor points for building a fully automated, train logistic network. It can handle all possible train configuration. Just send all trains to depots and LTN will pick the best suitable train for a job. LTN cuts the amount of rolling stock required to run a megabase down to 30% or less. With cargo ships installed also adds a logistic port for ships.
Mods introducing new content into the game.
Adds the Ore Leaching Plant: a huge 7x7 building placed on an ore field that leaches the ore under its centre tile with Aqua Regia and outputs it directly as dissolved ore fluid (from Ore Liquefaction), at the same ratio as the ore's own dissolve recipe. It claims the whole connected field and drains it farthest tile first; once only the centre is left it keeps running slowly forever.
Mods introducing new content into the game.
This mod adds some intermediates and is intented to be played with my other mods. This mod is inspired by Brevven's BZ mods.
Mods introducing new content into the game.
Sort and group the recipes in the crafting menu to improve readability.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Copy and paste logistic chest and inserter filters.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Mods introducing new content into the game.
When a demolisher dies, in addition to the mineable contents of its remains, most tiles below it will convert to slow walkable ground, including filling lava.
Mods introducing new content into the game.
This mod improves the visibility of circuit network wires by using more distinguishable colors and thicker lines. Based on the mod: Colorblind Circuit Network
Small changes concerning balance, gameplay, or graphics.
A Factorio overhaul with custom ores, heavier processing chains, expanded science and materials, cleaner starter-region worldgen, and deliberate outpost progression.
Large total conversion mods.