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Toggles auto-firing of artillery wagons when a circuit signal is received at a train stop.
Mods introducing new content into the game.
More additional signals for speakers 390 images total Extra for Space Age Current maintainer: ZwerOxotnik
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Program circuit network logic using FAL, a Factorio Assembly Language. Has FAL's in-game compact wiki with a pdf reference file. Author: Luke Perkin. Modified by ZwerOxotnik and by contributors. Anyone can translate the mod on Crowdin. https://crowdin.com/project/factorio-mods-localization
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds sounds/tones & vocals from C&C RedAlert to play with programmable speakers.
Mods introducing new content into the game.
Adds in three selectable sounds from Tiberian Sun, Red Alert and the older Command and Conquer titles to play with programmable speakers when your power supply cannot keep up with demands or shuts down. This was originally Jewel724's mod! I simply patched it to version 0.16 of Factorio, texts are corrected and de added.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod helps in troubleshooting your circuit networks. Adds shortcut (Alt-C by default) to find possible circuit flaws in selected area. Finds unmatched inputs, unused outputs, missed wire connections.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Have power consumption and power production as signals in your circuit network, with capabilities to measure the electric network statistics up to about 1.8 × 10^308 watts. Additional envelope signals for maximal projected electric production/consumption are also provided. We use the electric network id for accounting of all calculated values within each electric network
Mods introducing new content into the game.
Mods introducing new content into the game.
2x2 lamps which cast a wide, soft glow. An electric lamp, fully signal compatible; a copper lamp which burns solid fuel; and a floor lamp panel which can be walked over.
Mods introducing new content into the game.
Adds a combinator reading ghost requests from the logistic network it's placed in.
Mods introducing new content into the game.
Display LTN's Provider and Requester contents for specific Network ID's as combinator output.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
A very intelligent combinator that allows you to activate circuits around your base by telling it to!
Mods introducing new content into the game.
Generates a graphviz diagram for the selected combinator circuits.
Mods introducing new content into the game.
Adds many useful combinators that do various things! some simplify combinator logic whilst others add new functionality!
Mods introducing new content into the game.
With the circuit network already being annoying as is, no one wants to have to pay for thousands of wires! Not to mention, blueprints give you the wires for free, so this mod makes the red and green wires free, and is compatible with nearly any mod that alters those wires. I'll add compatibility to other modded wires too if someone ever makes any other color wires.
Mods introducing new content into the game.
Mods introducing new content into the game.
A set of general utility combinators. Large Combinator, Alphabet Combinator, Direct and Inverse Stacksize Combinator by ichvii
Mods introducing new content into the game.