Quality of life improvents reguarding the millitary robots
Locks landmines to the building grid.
Smoothes out fluid-using recipes, making them proportionally take less time, use fewer resources, and create fewer products.
Adds an oil cracking recipe that only outputs heavy oil.
Adds pipe manifolds, which aid in flow distribution to/from pumps.
Sets the entire world to refined concrete. Uses a more performant way to set the tiles. Removes annoying rocks, fish, and decorations (optional).
Burner inserters and machines run faster if their fuel has an acceleration bonus.
Adds a katamari ball vehicle.
Ores are all mixed up! Adds a small logistical challenge dealing with impure ores. AKA "Diversity".
Heavily trafficked areas will change over time.
Robots take time to construct
Recipes take proportionally longer to craft
Automatically adjust the construction queue update rate at runtime to check every ghost on the map at least once in a set time frame (default 10 seconds).
The idea of the mod is to generate timestamped saves so that they can later be used to generate a time lapsed view of the saves progression over time.
update for hopewelljnj's AdvancedNuclear and SonIcco's .16 fix. Adds second tier of nuclear reactor, heat exchanger, steam turbine and heat pipes. Changes so its easier to use and works better.
Biters/spitters, turrets, and spawners don't heal every tick, instead only healing after not taking damage for long enough. Configurable.
Improves the vanilla selection tool colors to better match their icons and functionality.
This mod will stop inserters chasing items on a belt (setting was added in 0.18.11), Rseding once said searching the belts is UPS expensive (https://forums.factorio.com/viewtopic.php?p=370464#p370464)
Things go boom!!!
Alternative icons for science packs