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Get rid of annoying manipulation with crafting. Press K on any chest/wagon/etc to attach its inventory to you. As you click on an item in the crafting panel the support chest will try to find the item in itself and transfer to you right away (without drones etc). (NOT FULLY TESTED, doesn't support all actions fully yet). It works like a semi-hidden player's inventory.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Angel's Simplified Chinese locale made by Atlas. Personal use only.
Small changes concerning balance, gameplay, or graphics.
Guide for deploying radars on a regular grid, to get 100% coverage without overlap. (https://mods.factorio.com/mod/RadarGridGuide). Strom only updated it.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Faster combat robots with more friction so they orbit less around you and stay closer. Has to be researched in late game. You can modify the speed and the friction in the settings. Also buffs other features about these robots that you can configure in the mod settings.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Provides a tool you can drag over power poles to add green & red wires to existing copper-wire connections.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Think logistic bots are overpowered ? This mod add squared power consumption onto roboports for each active logistic bots in a logistic network (roboports need more power to command bots with all the electromagnetic noise !). This mean the more logistic bots active in a group, the more extra power they use. This mod was meant to nerf heavy concentrated logistic bot usage. Please note that if you over-saturate a logistic network with bots, they won't be able to function and will use maximum power.
Mods introducing new content into the game.
It's ''endless-resources-depletion'' by Morhe, which was basically the only mod what did what expected and worked on every scenario correctly. Updated for 1.0, if he ever updates his version I'll delete this one. All ore resources are infinite but their yield will deplete to very low amounts. RSO & Bob's Mod compatible.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Adds translations for AAI mods.(Locales list : en, fr, it, ko, pt-BR, ru, zh-CN) If you can help me translate in another language, please contact me. Discussion and E-mail.
Small changes concerning balance, gameplay, or graphics.
Adds translations for Yuoki Industries mods.(Locales list : ko) If you can help me translate in another language, please contact me. Discussion and E-mail.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Your Science Droids were lost on the crash. But you still may find them somewhere around. If you find one, fix it with proper materials, and bring it to your base, so it will work producing science kits. Just build a Working Station and suply then with spare parts (or "food", as they call it), and they will work happily.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adding more possible infinite (or not so) researches won't screw anything, right? Right?
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Do you want a new challenge? Try out this mod. It overhauls the normal ore spawn of the game and puts ore everywhere. Be careful though, you can only place miners onto the ore!
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Adds a single recipe to convert 25 coal to 50 wood, ratio based on fuel value. Can be crafted by Hand or in Assembly Machines.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.