Mods introducing new content into the game.
Large total conversion mods.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Scenarios, maps, and puzzles.
Collections of mods with tweaks to make them work together.
Translations for other mods.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Transportation of the player, be it vehicles or teleporters.
Augmented or new ways of transporting materials - belts, inserters, pipes!
Trains are great, but what if they could do even more?
New ways to deal with enemies, be it attack or defense.
Armors or armor equipment.
Changes to enemies or entirely new enemies to deal with.
Map generation and terrain modification.
New Ores and resources as well as machines.
Things related to oil and other fluids.
Related to roboports and logistic robots.
Entities which interact with the circuit network.
Furnaces, assembling machines, production chains.
Changes to power production and distribution.
More than just chests.
Change blueprint behavior.
Play it your way.
First of all: this is a resource and code library for my other mods. It self comes with extended functions for inserter: 1) make it possible that a inserter can handle the 'burnt_result_inventory' on all machines. 2) burner inserter can leech fuel from pickup and drop target. 3) burner inserters are capable to chain fuel through all burner type machines. These features are enabled by default when you have installed one of my other mods, if they need it. Otherwise you can control it yourself, whether you need it or not.
Enable early yellow magazine so you are able to defend yourself
Small changes concerning balance, gameplay, or graphics.
Click power pole no more. Open nearby Electric Network Info GUI via keyboard hotkey
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod multiplies research science pack requirements proportional to their research time.
Small changes concerning balance, gameplay, or graphics.
Adds an assembling machine with integrated requester chest and output buffer chest, which is able to craft only items usually produced in a mall. This helps to build up a botbased mall a lot earlier, without needing to research logistic network.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Changes the recipe of the Nuclear Artillery Shell to be one Artillery Shell plus one Atomic Bomb.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Fork of Thermal Solar Power by MarximusMaximus. Adds missing shadows to thermal solar panels. This mod will be removed if merged into the original version.
Mods introducing new content into the game.
Adds a nest of Frost Aliens and Worms! These aliens will cause frost damage, and may launch a frost cloud over your factory. Defeated aliens will drop artifacts that can be further processed into weapons and armors (optional). With Alien-biomes, nests will only spawn in cold areas.
Mods introducing new content into the game.
Rebalance of CatWEax's Battery-Electric Train mod so the trains arent totally and completley useless until late game
Mods introducing new content into the game.
This mod normalizes the cost of technologies so that they all require the same quantity of each type of science. For example: A technology that costs: '(10 red + 5 green + 2 blue) x 300' would become '(1 red + 1 green + 1 blue) x 300'.
Small changes concerning balance, gameplay, or graphics.
This mod helps you to keep track of your mining sites, with useful data such as the percent mined, and estimated time to depletion.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Put Ammo subgroup into a separate new “Ammo” group tab, containing all vanilla and most modded vehicles. Designed for players who have lots of modded Ammo the “Combat” tab.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Better Energy Production introduces various buildings and items to the game. Explore new ways of creating sustainable energy and keeping your world as clean as possible. Start right at the beginning of your world with three options of creating pollution free and clean power. Later research more technologies to expand your possibilities of getting clean power through a variety of wind turbines, solar panels and more!
Mods introducing new content into the game.
[Work in progress, should be much more stable] PvE wave scenario, PvP will be added later. New commands: /tp <player name> /base /change-settings New modes: enemy expansion
Scenarios, maps, and puzzles.
Made for 501_General_Venator. Changes the Space Rail recipe to use 100 plastic bars instead of the energy catalogue. Also minimizes the recipe to a 1 rail output variant
Small changes concerning balance, gameplay, or graphics.
This mod adds changes all science pack ratios to be 1:1 for equal SPM
Small changes concerning balance, gameplay, or graphics.
Added music from Minecraft, Minecraft Dungeons, Minecraft Story Mode and other C418 tracks.