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EARLY ACCESS: an early version, expect bugs and balance changes. Military base contracts paid in Galactic credits and a galactic market on the shuttle landing pad. Also includes hyper belts (3x turbo, 90-tile undergrounds, Space Age), a 4x4 hyper beacon with 10 slots and a 100x100 area, and +500% hyper speed/productivity modules. Also military pipes (180-tile pipe to ground) and military 1x1 crates that merge up to 10x5, and a military power grid: a substation with a 100x100 area and wires up to
Mods introducing new content into the game.
EARLY ACCESS: an early version, expect bugs and balance changes. Military trucks carry cargo between truck stops along military roads. A truck with an empty schedule shuttles between the nearest loading and unloading stops; or give it a schedule like a train (stop + wait condition).
Mods introducing new content into the game.
The shared base of the Military mods (Military Trucks, Military Support, Military MLRS, Military Heavy Tanks): clean diesel and gasoline, vehicle engines (diesel / gasoline, 4 classes), radios and the military radio network. Installed automatically with them.
Mods introducing new content into the game.
Military steel crates the size of a steel chest that merge into one big crate up to 10x5: long weapon crates, crates on pallets, stacks under camouflage nets, olive storage containers and fenced supply yards - every size has its own 3D-rendered look. Merge with a button in the crate window or drag the merge tool (Alt+M) over many crates; shift-drag splits them back. Slot filters, startup limits for length, width and area. A spiritual successor to Merging Chests by Atria1234 - thank you for...
Mods introducing new content into the game.
Places artificial and overgrowth soil ghosts around your agricultural towers by itself, as soon as the logistic network holds enough soil to make a whole planting spot growable. Only for the crops a tower has seeds for or already grows, artificial soil first.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Translations for other mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Hides messy fluid icons and pipe arrows in Alt-mode, showing them only when you hover over the entity.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
An Electric Mining Drill that has a Double Electric Furnace, or a Double Electric Furnace that has an Electric Mining Drill.
Mods introducing new content into the game.
Grow the crystals that grow your factory. Recover gallium and arsenic from ash, build a seed stock, and turn crystal boules into wafers for electronics and solar power. Space Age adds Gleba bioleaching, Vulcanus flue dust, Fulgora scrap recovery, asteroid feedstock, specialist machines and infinite semiconductor productivity. Integrates with Brevven's BZ mods.
Mods introducing new content into the game.
Mods introducing new content into the game.
Large total conversion mods.
Adds flammable fluids, spreading fires, explosive fuels, and devastating chain reactions. Damaged pipes, tanks, trains, and buildings can ignite or explode. Includes configurable explosions, four-tier fuel detonations, and Space Age support.
Small changes concerning balance, gameplay, or graphics.
Wood becomes part of industry: plywood, boards and boxes of screws go into most buildings, sawn by hand or in a Sawmill, pressed in a Glue Press, grown in a Greenhouse or gathered with the Harvester. New intermediates (steel frames, copper housings, concrete structures, explosive dust) and new ores: magnesite, smelted into magnesium, and silver (with space age). New power, new lamps, new buildings! Works with or without Space Age.
Mods introducing new content into the game.
Seablock based primarily around vanilla factorio techtree with minor changes
Large total conversion mods.
Installs the ten fluffy_penguin material mods (Antimony, Cadmium, Caesium, Gallium, Magnesium, Molybdenum, Neodymium, Phosphorus, Tellurium, Radioactive Elements), the twelve BZ mods in their 2.1 legacy versions and trikop's Bismuth and Manganese, turns on the BZ mods' optional extra content and adds Milestones sections for the BZ mods, Bismuth and Manganese. Recommends Milestones, Flare Stack and Valves. Base game only, without Space Age or Quality; owning Space Age is required.
Collections of mods with tweaks to make them work together.
Installs the ten fluffy_penguin material mods (Antimony, Cadmium, Caesium, Gallium, Magnesium, Molybdenum, Neodymium, Phosphorus, Tellurium, Radioactive Elements) and recommends Bismuth, Milestones, Flare Stack and Valves. Adds a Bismuth section to Milestones. Base game or Space Age; owning Space Age is required.
Collections of mods with tweaks to make them work together.
Adds a nuclear isotope industry. Polonium, cobalt, strontium, yttrium and californium cartridges are needed for science, rockets and more. Yellow science needs calibrated detectors, so you need uranium fuel cells and the polonium line before it. With or without Space Age enabled, but you need to own it. Works with Krastorio 2 and K2 Spaced Out.
Mods introducing new content into the game.
A light overhaul of the oil chain: a distillation tower splits crude oil into four cuts that you clean over a molybdenum catalyst. Molybdenum and rhenium from your copper ore go into catalysts, molybdenum steel and superalloy. Integrates with Brevven's BZ mods.
Mods introducing new content into the game.
Prettier heat glow — and pipes carrying lava or molten metal now glow red-hot. Continuation of Heat Glow by OwnlyMe, updated for Factorio 2.1.
Mods introducing new content into the game.