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Adds an adjustable slider that gives more or less range/module Eff and adds more slots per quality. Removes Productivity module restriction and productivity cap on everything
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Workers Union adds autonomous human workers who build your factory the old-fashioned way.
Mods introducing new content into the game.
AAA-style rain ambience for Nauvis: staged storms, rain-only mode, thunder+rain mode, full thunderstorm mode, layered rain sheets, bolt-free blue-white lightning flashes linked to thunder, cinematic thunder layering, wind gusts, tile-aware splashes, post-rain visuals, dry-weather audio guard, wet-weather solar reduction, pollution washout, fire extinguishing, debug commands, and safe sound volume clamping.
Small changes concerning balance, gameplay, or graphics.
Adds a basic chemical production chain for a crude plastic from coal to the early game and onwards.
Mods introducing new content into the game.
Visual in-game editor for tweaking existing Factorio machines and buildings. Change speed, capacity, energy, modules, fluids, ranges and many other native properties, with support for modded entities and synchronized multiplayer configurations. Play the game in your way.
Small changes concerning balance, gameplay, or graphics.
A radial wheel for quick access to your favorite items and buildings. Middle-click with an empty cursor to open it, left-click an empty slot to pick an item, left-click a filled slot to use it, and right-click to clear it.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Automatic ammo reloading, engine refueling, and drone logistics for vehicles.
Mods introducing new content into the game.
Autonomous vehicle targeting, gun priority control, auto-shooting, and weapon switching.
Mods introducing new content into the game.
Unlocks blueprint tools from the start: import string, blueprints, blueprint books, copy/cut/paste, undo/redo and the deconstruction and upgrade planners. In vanilla these require Construction robotics. Robots still need their research, so you build the ghosts by hand.
Small changes concerning balance, gameplay, or graphics.
Panel (Ctrl+L) and area planner to change the color and the always-on state of lamps by area or by whole surface, with editable presets, a random color mode, undo/redo history and a live lamp preview.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
An abandoned artificial planet created long ago to harness the power of quality. Use your gathered knowledge throughout your journey to unlock all of planet OMNI potential. But be aware, the locals do not like visitors!
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Large total conversion mods.
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.
Extends and overhauls Factorio's burner phase. Use realistic oil and coal processes to create advanced products. Functions as the core and library for the rest of the pY mods.
Large total conversion mods.
Adds expensive and complicated fusion energy production chains to Factorio. Create huge amounts of energy at the cost of a massive initial investment.
Large total conversion mods.
Tune your robots and roboports: speed, cargo, battery, range and more. Optionally get robots early, with cheaper recipes and a quick start kit.
Small changes concerning balance, gameplay, or graphics.
Adds a Nullius recipe (10 copper cable + 2 arithmetic combinators) and its own research for the Cybersyn 2 combinator, like the Nullius integration of Cybersyn 1.
Small changes concerning balance, gameplay, or graphics.
Personal construction robots now prioritize building and deconstructing entities closest to the player. This change makes a player twice as fast at building and deconstructing with the exact same equipment setup. This mod is a complete rework of similar existing mods and offers a massive performance increase. A shortcut is available to toggle the mod, and the maximum construction area can be limited in the settings. Should work with other mods adding new personal roboports.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.