Ore deposits get refreshed when emptied. Oil will be refreshed based on a timer. Both can be disabled. This is based on the 'Unlimited Resources' mod from Barry. Edited by Chaos to add compatibility for deep oil from the Cargo Ship mod.
Adds the ability to paste assembler and furnace recipes onto Storage chests to set their Logistic filter, and onto inserters to set a Logistic connection condition allowing one stack within the network.
Fork for the purpose of a personal modpack, this will not be actively maintained and I do not have the technical knowledge to explore or resolve bugs. This fork does the following: attempts to forcefully remove the auto-deconstruct function packaged into the mod which caused crippling UPS issues and had broken configuration options, add more mod compatibility with the pollution damage type. For Auto-Deconstruction functions to auto-loot drops, recommend: Auto Deconstruct Loot, Reconstructed; read reports of a possible issue compatibility-wise with Loot Chest UPS for some reason in the original credit This makes Factorio more fun by turning pollution and combat into an interconnected system you actively engage with, instead of just tossing down laser turrets and forgetting about both. This minimalist mod stays close to the vanilla experience, adding only what's necessary to accomplish the goals. The native life is capable of absorbing pollution. Destroying alien nests provides the red xenomass necessary to build pollution collectors. This gives a reason to go out and fight the aliens, something missing from the game after Alien Science was removed. In addition, turning pollution into electricity or oil products requires blue xenomass, acquired by killing alien creatures. Passive defenses are still an option, but with this mod, you're rewarded for investing in more complex systems.
Tweaks and additions of various small things for SE (and K2 if installed). All toggleable via settings! Check mod description for list.
Modifies Lex's Aircraft and Helicopter Revival technologies to better fit together in Krastorio 2 and Space Exploration if installed.
Can't find where that biter came from? This mod displays a line from a selected biter to its spawner
Substantial changes to give a 'new game' vanilla-like experience again to those who have already launched a rocket in the base game. Meant to be played with Deathworld preset
Adds a subtle tint to the glow of burner entities depending on what fuel they're using. Reupload of the Nicer Fuel Glow mod by FlamingCarrot
Makes Space Exploration Radiator and Hypercooler output buffers smaller to prevent the buildup of thousands of thermofluid in your cooling array. NOTE: Installing this mod while you have radiators will cause those radiators to lose some fluid inside of them.
Adds two entities that will automatically barrel or unbarrel fluids without ever having to select a recipe.
A spidertron that automatically moves, constructs, upgrades and/or deconstructs entities of any size, anywhere on the map with items from your logistic network for the ultimate fire and forget automation experience and unmatched scaling potential.
If near entities or the spidertron itself is damaged, it goes nearer to the attacker to kill it.
In this Factorio prequel, you're an android terraforming planets and seeding them with life. Replaces all recipes and technology. No life means no coal, oil, wood, biters, or free oxygen, requiring varied renewable energy sources. For reliability, you'll focus on abundant elements from the air, sea, or common minerals such as iron ore, bauxite, sandstone, and limestone. Advanced technology enables asteroid mining of rarer elements.
63 items, 30 effects, lots of fun! Author: OwnlyMe Modified by ZwerOxotnik Anyone can translate the mod on Crowdin. https://crowdin.com/project/factorio-mods-localization
Reskins the vanilla circuits to more detailed versions. Original art by OnyxPrj_Art, prepared for Factorio by Jewels.