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Adds buildings that automatically harvests wood around themself. Available in two variants, powered by fuel or electricity
Mods introducing new content into the game.
Adds very basic early equipment for use in armors which have equipment grids well before most good equipment is researched, such as those in quick start mods.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Scans a selected area for some issues, such as backwards belts and beacons without modules
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Select two electric (power) poles and find the path connecting them
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Automatically place a pipe when two undergrounds are placed at a corner or one space apart.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Spawns random loot chests at biter bases with varying item qualities. Item quality increases as you explore and biters evolve. Respawn time frame is configurable in mod options.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds 1x1 storage tanks with low capacity to the game. A Factorio 2.0 expanded port of the mod "Extra Storage Tank: Minibuffer" by Anicha.
Mods introducing new content into the game.
Translations for other mods.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
"Um, actually, it's called a blue circuit" - This mod changes items names to what they should be
Small changes concerning balance, gameplay, or graphics.
The supersonic train mod, but I edited it so that players won't destroy every train they have in the case that someone manually controls a locomotive that can steamroll a rail network much faster than normal human reaction speed can stop it. I did not make this mod. This edit was made off of Schjefph's port of the mod for 2.0, which can be found here: [https://mods.factorio.com/mod/supersonic_trains]
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
Labs playing the Dunka tune now. Or caramelldansen. However you prefer.
Small changes concerning balance, gameplay, or graphics.