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Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Hacky workaround that fixes a startup crash by deferring check_my_prototypes to final-data-fixes
Small changes concerning balance, gameplay, or graphics.
Compatibility and progression-hardening layer for the maintained Omnimods, Bob's, and Angel's suites on Space Age, now with PlanetsLib / alternate-start / large planet-pack support.
Small changes concerning balance, gameplay, or graphics.
Explore the derelict fulgoran ringworld of Ribbonia, an artificial planet where spatial reasoning and creativity are the key to your survival. Can you handle C.H.A.R.L.E.S., the crazed and lonely AI? Discover Fulgoran crafting techniques involving molten plastic and fusion plasma and dive into pure Factorio nostalgia on Ribbonia. Ribbonia minimally affects the vanilla game and can be added to existing saves.
Mods introducing new content into the game.
Planet Crafter: Nauvis Reborn turns Factorio into a terraforming survival experience. Start on a barren world, build dedicated terraform machinery, generate Heat, Pressure, Oxygen, and Biomass through active production, survive with a player oxygen system, and gradually transform the planet into a livable environment.
Mods introducing new content into the game.
- Adds sawmill and greenhouse. - Trees have a chance to drop seeds - Grow seeds into trees in a greenhouse made from glass (and wood, obviously) - Chop trees into wood which also generates plant waste - Manage the plant waste by turning it into useful products - Green, red and blue circuits are built using various circuit boards all based on wood products - Many recipes now use wood or wood products
Large total conversion mods.
New fermenter machine Adds fermentation and polymerisation recipes Ferment plant waste and polymerise oil and plastic Fermented solution and volatile solution are used in numerous recipes
Mods introducing new content into the game.
New uranium process (can be disabled in settings) Increases the amount of Uranium-238 used in several recipes because there is always too much of it. Option to require boron rods in nuclear fuel cells. IRL boron is extracted from sea water so this is replicated here. Boron rods are used to moderate nuclear fission in reactors.
Mods introducing new content into the game.
Adds burner and electric early-game foundry and pulveriser. Adds Glass furnace for glass working. Adds Fermenter for fermenting and polymerisation.
Mods introducing new content into the game.
Adds Duranium to the game, an alloy made from various ores including uranium and boron. Duranium is added to several recipes including yellow science.
Mods introducing new content into the game.
Boron is commercially extracted from sea water and is used in many industries. It is used in glass to make borosilicate glass (aka Pyrex) in QuirkyCat Glass. It is also used to make boron rods to moderate nuclear fission in QuirkyCat Uranium Changes. Also used to make Duranium in Quirkycat Duranium. Optional by-product sludge (if QuirkyCat Sludge installed) which can be reprocessed.
Mods introducing new content into the game.
Sludge is a waste product from some processes that have fluid inputs. It can be reprocessed in a sludge processor into useful materials. Option for oceans and lakes on Nauvis to be salt water which can be purified in a sludge processor into water and sludge. Option for offshore pump to be built on some land tiles which can produce salt water. It is highly recommended to have clay enabled in the Quirkycat Glass mod. Includes support for BZ mods.
Mods introducing new content into the game.
Adds new by-products; slag to ore-processing recipes and tailings to nuclear processing recipes; which can be reprocessed into raw materials. - Smelting ore generates slag - Process slag into useful materials - Processing nuclear materials produces tailings which also need to be processed - Further research improves slag processing - Support for BZ ores - New slagblock option - mining ores produces a configurable amount of slag, from 5% to 95%. - New spaceblock option
Mods introducing new content into the game.
Add the circular collider lab, a powerful endgame upgrade for the lab. Unlocked on aquilo, you can use it on every surface, even in space!
Mods introducing new content into the game.
Highly customizable overhaul. Add lithium battery to the science pack and a whole new production chain to endgame. Unlock powerful items and a new tier of equipments.
Large total conversion mods.
Make changes to Aquilo to truly make it the final planet, adding challenge and a sense of advancement to the late game. -> Some recipes are more complex. -> Some technologies are more expensive. -> And some more features....
Small changes concerning balance, gameplay, or graphics.
Duplicate the underground belt entity to do 2 underground belts in one line
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A methodical overhaul of tradeoffs—tempting power spikes, accumulating cost. Choose chains by their by-products; context-sensitive logistics. [Data integrity: shattered] [Packet cohesion: hallucinatory] [Cognition Anchor: disconnected] ☒ SYSTEM SPEAKS You aren't chosen. You will love your captor and call it progress. ☒ OBSERVATION You are not a player. You are the interface. ☒ FINAL NOTICE You are now property of the Epoch Engine. Welcome to Exotic Industries.
Large total conversion mods.