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Terra Nauvis for MULTIPLAYER: A Grand Strategy Overhaul for Factorio Space Age. Start your own team at any time and get a separate start with resources and clean tech tree. Get immersed in a unified, topologically grounded ecosystem with all biomes/resources on one surface.
Large total conversion mods.
Start underground. The Nauvis surface is hostile and normal surface construction is forbidden; dig out cave space, use shafts, and build your factory below.
Large total conversion mods.
Mods, Modernized. Modular. 0% LEGACY SILT. 100% MODERN GRIT. Core only. Provides some basic functionality, but extensions are recommended for the full GIZMOD experience. Router, registry, debugger, and prototype export.
Mods introducing new content into the game.
Добавляет телепорт, работающий только с научными пакетами. Требует изучения.
Mods introducing new content into the game.
Tiny-island Expanse gameplay for Multi-Team Support: feed hungry chests, unlock land, race teams, and survive invasions.
Scenarios, maps, and puzzles.
A Factorio industrial overhaul with true orefields, real ore processing, metallurgy, hydrometallurgy, petrochemistry, catalysts, gases, waste handling, and advanced materials.
Large total conversion mods.
Don't let lakes starve your factory! This mod places ground tiles where water tiles would have prevented ores from generating.
Small changes concerning balance, gameplay, or graphics.
Adds Simulacruis, a starting planet combining Nauvis, Vulcanus, Fulgora, Gleba and Aquilo's biomes, resources and enemies into zones, with de-gated research and crafting restrictions so you can experience all of Space Age from one planet.
Large total conversion mods.
Alien Survival Rebirth of Life. You crash-land on a world without breathable air. Survival begins with a drop of fresh water. This mod deeply integrates seawater desalination, life support, and industrial expansion. Manage three critical resources: oxygen, water, and food to build a sustainable cycle on a barren planet. Nearly twenty metals have independent extraction chains, along with a complete chemical industry and an interplanetary industrialization blueprint.
Mods introducing new content into the game.
Mods introducing new content into the game.
0.4.9 #TEAM_TERRITORY_AND_LAND_GRABS A fully featured Oarc-style multiplayer module for GIZMOD. Allows for multiple forces (teams) with their own tech trees, resources, spawn locations, private chat, and personalization settings per-team and per-player. Fully integrated with the GIZMOD modular ecosystem for maximum depth of gameplay and advanced multiplayer interaction.
Large total conversion mods.
100% data-stage driven enemy behavior and new tech. Unlock Biter Mutagenesis, then research biter/spitter biomass, speed, damage, swarm quantity, and Apex Strain Evolution rank pressure. 5+1 new techs and an ultimate endgame foe that never quite stays dead.
Mods introducing new content into the game.
GZ-Loot #BITER LOOT UPDATE: Loot from enemies and from the sky! Biters and spawners of all kinds (incl. modded) will now drop items and FLUX. Use with GZ-Economy and RPG systems! 1.0.4: GZ-Threat enemies drop more loot!
Mods introducing new content into the game.
#DELIVERY_DRONES_UPDATE: Now deliver goods to your neighbors via disposable drone! #TRADE_ROUTES_UPDATE: Contract goods to buy or sell and get cash-on-delivery! Automatic ledger! Multiplayer and single player trade, market, ledger and currency. Fully functioning economy system for Factorio. *Make and accept offers from other players * Supply/demand based economy * Automate purchases and sell excess goods for FLUX.
Mods introducing new content into the game.
Normal quality is scrap. Assemblers refuse to craft at normal quality, so everything a smelter makes has to be rolled up to uncommon before your factory can use it: in a furnace, in a drill with a quality module, or by breaking it down in a recycler. Hand crafting is blocked. You start with an uncommon kit and six recyclers, and every quality item after that is earned. Configurable base quality, module strength, starting kit, and early recycler and quality module options.
Small changes concerning balance, gameplay, or graphics.
Tired of inserters and chests stealing items when you place them? Press N before placing a building to switch to a version with the filters turned on. You can also switch to alternate starting modes of some other items.
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.
100 kg tungsten rods circling the planet at 0.01c (107 kt each). No warhead, no radiation — the explosive is velocity. Build a storage ring in orbit and rain them on biter nests.
Mods introducing new content into the game.
Hover any machine to see how efficiently it really runs, what exactly is throttling it (a slow inserter, a starved belt, an empty pipe, a supplier further up the chain, power, fuel...) and what to build or remove to fix the ratio. Everything is shown per player, so in multiplayer other players are never bothered by it.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds four production-science movement-speed researches alongside Quality of Life research, without renumbering or replacing existing technologies. Each grants +5% character running speed.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.