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.
A complete overhaul to the ordinary personal vanilla equipment, this mod(pack) adds four brand new tiers of Exoskeletons that will allow you to, well, go fast, faster, absolutely fast, insanely fast. Quick Note: be careful when spam-crafting them—the more high the tier, the more exponential the speed buff.
Mods introducing new content into the game.
Power your armor with fossil fuels as a midpoint between solar panels and fusion generators.
Mods introducing new content into the game.
Three new types of armors, everyone is perfect for its own purpose, and a new fusion reactor. The MKWork has great inventory bonus, The MKFight has great resistance, The MKX has a giant equipment grid, The Solar Fusion Reactor provides 4MW of portable power.
Mods introducing new content into the game.
穿在身上,把虫子萌倒。 Can provide special protection for the player.
Mods introducing new content into the game.
Adds a few non-combat suit dedicated for engineers. Enhanced carrying capacity and equipment grid for efficient base building, but absolutely no combat capability. (Locale: English, Deutsch, 正體中文, Português Brasileiro, Русский)
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds a MK3 Power Armor. Doesn't contain overpowered equipment or otherwise unbalanced additions. Includes a 14x14 grid, +40 inventory, and higher resistances. Images are on the mod portal. Resistances: Acid: 0/80% Explosion: 80/65% Fire: 0/80% Physical: 12/40% Recipe: Efficiency module 3 - 25 Speed module 3 - 25 Processing Unit - 80 Electric Engine - 60 Low Density Structure - 50
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds new equipment - Exoskeleton Mark II with enhanced properties (inventory slots +60, speed movement x2 (stackable) and trash slots +10, mining speed +30%). Just like in real life exoskeletons expands human capabilities to carry more and move faster.
Mods introducing new content into the game.
Bigger, better, and more dense Personal Battery for your Power Armor!
Mods introducing new content into the game.
Vanilla-friendly extension of weaponry. Not overhaul. Adds alternate weaponry choices from mid-game, which is based on the alien science pack from “Schall Alien Loot” mod. Balanced with vanilla weaponry, and extends end-game with MK3 weaponry (including powered armor and tanks). Also adds two featured weapons from “Doom”: Plasma rifle, BFG 9000. (Locale: English, Deutsch, 正體中文, 简体中文, Русский, Português Brasileiro)
Mods introducing new content into the game.
Mods introducing new content into the game.
Upgrade your engineer with Builder Bot Start. Begin the game with construction bots from the moment you touch down on the planet to allow your focus to be your factory from step one. You did not crash here, you came with a purpose. The factory must grow. This loadout is focused on building, and does not include military features.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds non-rechargeable battery equipment, which can be crafted in the early game, and much cheaper than portable solar panel in short-term. Options on enable grid to early armours. Designed for “Schall Recharging Weapon” mod or as backup power to equipment grid. (Locale: English, Deutsch, 正體中文, 简体中文, Português Brasileiro, Русский)
Mods introducing new content into the game.
Induction stations and equipment allowing wireless charging of batteries in vehicles and armor.
Mods introducing new content into the game.
Adds armor plating equipment to increase vehicles hitpoints and improve their survivability. - Supports AAI Vehicles. - Supports Angel's Heavy Tank. - Has built in mod support.
Mods introducing new content into the game.
Mod that modifies personal armor. Changes sizes of modular and mk1 equipment grid, add exoskeleton mk2 and adds new ways to generate power.
Mods introducing new content into the game.