Recently updated mods

Category: Content Overhaul Tweaks Utilities Scenarios Mod packs Localizations Internal
Tag: Transportation Logistics Trains Combat Armor Enemies Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage Blueprints Cheats

Electric Turrets


Adds a small upgrade to gun turrets, electrified gun turrets. They require ammunition and power to work, for a slightly boosted fire rate.

Content
3 years ago
0.16 - 0.17
14
Combat

Tree growth: Scaled trees.


Provides some scaled versions of normal trees.

3 years ago
0.15 - 0.17
6

Tree Growth: Core


Central functionality for the tree growth mods.

3 years ago
0.15 - 0.17
7

Engineers Wrench


Adds a Engineers Wrench that acts like a advanced repair pack with a 500 repair base and adds 500 for each rearesearch.

Content
3 years ago
0.16
4
Cheats

Nuclear Fuel Cycle

by muink

Efficient use of Nuclear Fuel.

Content
3 years ago
0.16 - 0.17
10
Power

Tidy Factory


This mod enables electrical equipments to connect other equipments directly. You don't need to put electric poles between machines to spread machines anymore.

Utilities
3 years ago
0.16 - 0.17
6

Comprehensive Biters [Alpha for 0.17]

by Telemak

This mod keeps biters evolution under control depending on your progression in game

Tweaks
3 years ago
0.16 - 0.17
4

Universal Furnaces [Alpha for 0.17]

by Telemak

This mod adds new versions of furnaces that accept mixed inputs to build non-specialized furnaces lines

3 years ago
0.16 - 0.17
4

Weather Station [Alpha for 0.17]

by Telemak

This mod adds a weather station from which you get the luminosity, the wind speed and wind direction. Works fine with the last version of "reasonable wind turbine" I have published.

Content
3 years ago
0.16 - 0.17
4
Circuit network

Anarchy


various fixes, updated configs, lots of cheats. Cheats are now on a toggle in mod settings, off by default

Overhaul
3 years ago
0.16 - 0.17
7

Beacon Fix 16.23


Before the 16.23 update, modded beacons with productivity modules would effect machines they weren't supposed to. Some people thought this was a bug (even though you would need to use cheats for the beacons to accept the module in the first place). Others thought this was a nice work around to use productivity on machines that normally wouldn't allow them. And the 3rd group didn't see this as cheating at all, but a clever way to get around the limitations.

Content
3 years ago
0.16 - 0.17
6
Cheats

Factory Backbone


Lights, Power, Logistics. The essential backbone to any factory.

Content
3 years ago
0.16 - 0.17
9
Logistic network

Tree Growth: Natural expansion


Allows saplings to spawn near trees.

3 years ago
0.15 - 0.17
13

John's Burner Industries


converts most electric items to burners.

Overhaul
3 years ago
0.16 - 0.17
4

Recycling Deconstruction


On entity deconstruction you get your ingredients back; the recycling type mod, the balance is not changed

3 years ago
0.16 - 0.17
7

Ragna's Greenhouse with modules


Greenhouses of increasing efficiency and modules

3 years ago
0.15 - 0.17
8

Starter pack

by ZaXeLoN

Starter kit to skip coal part of the game.

Utilities
3 years ago
0.16 - 0.17
10

Non-Freezing Day Extender

by mx-2

Customize day length. Before removing this mod, set daytime-factor back to 1!

Utilities
3 years ago
0.16 - 0.17
4

Expanded Rocket Payloads


Adds several new teirs of functional satellites and other payloads to expand gameplay into the space age.

3 years ago
0.16 - 0.17
34

Queue To Front


ALT+Q to toggle the queuing mode between back queueing(default) and front queueing

Utilities
3 years ago
0.16 - 0.17
43