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Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Small changes concerning balance, gameplay, or graphics.
Allows you to easily construct pipes running in parallel, without connecting. Designed as a less fancy alternative to Flow Configuration, without the inventory complexity of Flow Control.
Small changes concerning balance, gameplay, or graphics.
- 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.
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.
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.
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.
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.
Nuclear overhaul mod. Fly to Aquilo as your first space platform destination. Or second, or third.
Mods introducing new content into the game.
Visit Pelagos, an insular planet of coconuts. Use calciners to refine resources, and unlock cargo ships as the perfect way to connect its scattered shores
Mods introducing new content into the game.
Tachigami Itsuki Modpack for Space Age, Bob's and Angel's. Полная интеграция Space Age с модами Angel's и Bob's. Единый баланс, новые: сущности, предметы, жидкости, рецепты и технологии, а также обновлённые иконки. Seamless integration of Space Age with Angel's & Bob's mods. Unified balance, new entities, items, fluids, recipes, and technologies, plus updated icons.
Collections of mods with tweaks to make them work together.
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.
A Factorio 2.0 overhaul with custom ores, heavier processing chains, expanded science and materials, cleaner starter-region worldgen, and deliberate outpost progression.
Large total conversion mods.
Start your adventure directly in deep space on an orbital platform. Planets are locked. Harvest asteroids, synthesize materials, and survive in the void. Inspired by SpaceBlock.
Collections of mods with tweaks to make them work together.
🍎🍊🍇 add new delightful fruits, new fruit processing machines, vegetables, animal products, baking, wine making, restaurants, agricultural expansions, trade systems, decorative items, energy sources, technology branches, creatures, and events.
Large total conversion mods.
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.
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.
Changes are configurable in Mod settings. Restores vanilla ingredient count. Reduces Crushing Industry bonus. So that the Foundry is valuable again. Adds recipes/tweaks for K2SO, BZ-Ores, Molten Plastic, Plasma Industries, AAI Industry and Scrappy Industry
Small changes concerning balance, gameplay, or graphics.