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A maintained HMPH fork of Wiretap by ekrauser. Periodically exports game vitals as JSON to script-output: logistics, power, production totals, pollution, research and evolution. Poll it from Prometheus, Grafana, Home Assistant or MQTT via the companion bridge, or query live over RCON with /wiretap.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
ALPHA 0.1.20: one public typed Lua API library generates the website and in-game Reference. Complete types, overloads, errors and examples; guest behavior unchanged. Factorio 2.1 accepted, verified on 2.1.23. Scheduling performance remains unverified. Computer items are plain hardware; back up saves.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Additional belt tiers, underground pipes and substations. Craft turbo logistics in fluid-capable assemblers on any planet, with optional Deadlock loaders and beltboxes.
Mods introducing new content into the game.
Trains pick you up instead of running you over. Get hit by a train and you're scooped into the nearest empty seat and taken along for the ride. If every seat is full, you're bumped safely off the tracks instead.
Small changes concerning balance, gameplay, or graphics.
Steel production requires coal or carbon. Also adds molten steel for casting.
Small changes concerning balance, gameplay, or graphics.
팩토리오 2.0 모드들의 한글화에 대한 베타 버전이 포함되어 있습니다. [참고] 번역 피드백/수정 사항의 사전 적용 목적으로, 업데이트 간격이 짧습니다. 특별한 문제가 없다면 일반 버전의 번역 모드만 설치해도 무방합니다 :)
Translations for other mods.
Allows ordinary pumps to load and unload Cargo Ships oil tankers alongside the dedicated ship pumps. Retains the current tanker connection layout, capacity and behavior.
Small changes concerning balance, gameplay, or graphics.
Five tiers of assemblers with planetary artwork, native production animations, and optional legacy 5×5 factory compatibility.
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.
This mod moves the Logistic Network research to the lategame. It is a patch for the Only Gleba mod by warped_jack although it should work without it. Logistic Network can now be researched after completing the Cryogenic Science Pack research.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Streams live server state (players, game state) to Home Assistant through a small relay running next to the server.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds 9 songs to Vulcanus. This is work in progress.
Mods introducing new content into the game.
Damaged items no longer block logistic requests. They turn into a separate 'damaged' item that bots carry to the Repair Ward, which repairs them with repair packs and hands them back to the network.
Mods introducing new content into the game.
Spot production shortages with interactive Sankey charts, item and fluid history, and chest stock tracking. In Space Age, follow cargo deliveries between planets and space platforms.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Design your own Space Age planets - terrain, ores, enemies, physics, science pack, recipes and research - and share them as planet codes.
Mods introducing new content into the game.
EARLY ACCESS: an early version, expect bugs and balance changes. Heavy armour: the SU-100 self-propelled gun (100 mm gun fixed in the hull, range 90, armour-piercing and high-explosive shells) and the T-90 main battle tank (turret turns all round after the cursor, 125 mm gun, range 60, BPS and OFS / OFZ shells, own sounds). Supplies window with fuel barrels, repair packs, shells and 5 kW batteries. Replaces the separate SU-100 and T-90 mods. Runs on liquid fuel only (light oil; with Military...
Mods introducing new content into the game.
EARLY ACCESS: an early version, expect bugs and balance changes. Multiple launch rocket systems: the BM-30 Smerch (12-rocket salvos, 30-400 tiles) and the Kupidon heavy MLRS (3 big missiles, 40-800 tiles, one per click, targets on any side). Two radar trucks - the Smerch fire-control radar and a huge folding long-range radar - find nests and worms and direct salvos at them; one fire-control network and one fire-control remote for both. Replaces the separate Smerch MLRS mod. Runs on liquid...
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.