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gives prod bonuses to science and resurch, as well as giving increasing amunition damage and prod bsed on kills
Mods introducing new content into the game.
This mod allows you to select certain areas of your factory for analysis, revealing what your machines are spending their time on. This will help you pin-point bottlenecks in your designs more easily.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A massive burner tower heats up to a 97x97-tile area and 137x137 with overdrive mode. Keep your Aquilo factory warm without weaving heat pipes between buildings. Research available after discovering Aquilo.
Mods introducing new content into the game.
This mod provides a multiplayer team competition gameplay style with different scenarios. Admins have lots of options to setup the game mode and other things like team management (names, colors), diplomacy, biter attack waves interval, etc.
Mods introducing new content into the game.
Productivity for intermediates, science packs, final products, spoilage rate, and modded recipes. Bonuses for player stats, robot specs, weapon speed, stack size, cargo landing pads, and more... Override game limits on productivity, efficiency, speed, quality, and recycling. Settings to disable, limit, and rebalance each added research. Designed for vanilla, Space Age, and overhaul mods.
Small changes concerning balance, gameplay, or graphics.
Adds advanced renewable energy systems, including upgraded solar panels, wind turbines and geothermal power.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Preview and plan mining patches and oil outposts with drills, pumpjacks, belts, pipes, poles, beacons and heat pipes. Adjust settings live, avoid obstacles, and apply construction ghosts only when ready.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds conductive floor tiles that transmit power to adjacent tiles (including diagonals) and any structure on top of them, just place a power source or electric pole on top and enjoy the extra space!
Mods introducing new content into the game.
Sorts recipes/items/fluids and modifies these icons to make them easier to see and find.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Ground-based logistics: transport drones haul items and fluids between depots. Fork of Transport Drones (Continued)
Mods introducing new content into the game.
Restore a configurable absolute amount of health each second to normal buildings owned by player forces. No repair items or energy are consumed.
Small changes concerning balance, gameplay, or graphics.
[[ Pipe planner ]]: you need this mod. It's that good. Quick pipe layout, no auto-merge surprises. No UPS hit, no new recipes, no new items.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Charge batteries and high-capacity battery packs, carry the energy anywhere, and burn it in generators, cars, tanks and trains. A rebalanced, exploit-proof merge of Battery Powered and SLP High-capacity batteries for Factorio 2.1.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds Mythic, a quality tier above Legendary, and makes every quality stronger but harder to reach. Every value is configurable, including quality names. Updated for Factorio 2.1's new quality chances. Continuation of Mythic Quality with Configs by VextexFux, based on Steeper Quality by Durikkan (both MIT).
Small changes concerning balance, gameplay, or graphics.
Revival of BioTech: sand ore and sand drills, three bioreactor tiers, photosynthesis panels, a fuel cell, and science made from biomass. Requires Bio Industries.
Mods introducing new content into the game.
Better Quality + Quality Lib merged into one mod and updated for Factorio 2.1. Quality makes belts and drills faster, locomotives more fuel-efficient, and roboports and poles tile at Legendary.
Small changes concerning balance, gameplay, or graphics.
Provides useful buildings and items, like the Bio Farm for growing trees. Solar Farm and Large Accumulator to make your electric setup easier. Bio Fuel section to produce organic plastic and batteries. Lots of New Wood Products, like the big electric pole, wooden pipes, dart turret. Plant trees using seedlings. Change terrain from deserts to grasslands using Fertilizer - helps trees grow better. And a lot more… Please visit the homepage on the forums for more information and feedback.
Mods introducing new content into the game.
All machines that CAN have modules, DO have modules. It's a module party!
Mods introducing new content into the game.
Configure core range, firing interval, damage and resource costs for vanilla guns and turrets. Supports Space Age, vehicle weapons, artillery and selected special mechanics. Defaults preserve vanilla behavior.
Small changes concerning balance, gameplay, or graphics.
Scrolls the quickbar/hotbar with things you recently used. Now on 2.1, with extra width quickbar support and spidertron remote handling.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.