Mods introducing new content into the game.
Large total conversion mods.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Scenarios, maps, and puzzles.
Collections of mods with tweaks to make them work together.
Translations for other mods.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Transportation of the player, be it vehicles or teleporters.
Augmented or new ways of transporting materials - belts, inserters, pipes!
Trains are great, but what if they could do even more?
New ways to deal with enemies, be it attack or defense.
Armors or armor equipment.
Changes to enemies or entirely new enemies to deal with.
Map generation and terrain modification.
New Ores and resources as well as machines.
Things related to oil and other fluids.
Related to roboports and logistic robots.
Entities which interact with the circuit network.
Furnaces, assembling machines, production chains.
Changes to power production and distribution.
More than just chests.
Change blueprint behavior.
Play it your way.
This mod adds replicators, machines which can produce items using nothing but electricity. Lower tiers of replicators are the most energy efficient and can essentially transform depleted, empty land into a resource. Higher tier replicators can simplify production lines or otherwise act as a convenience. Tier 1 replicators can replace depleted mining drills, allowing your expansion to be for growth rather than necessity.
Mods introducing new content into the game.
Boosts throughput for turbines and heat exchangers (regular or bob's) to align with nuclear generators at a 1:1:4 (for 3 neighbor) or 1:1:3 (for 2 neighbor) ratios (reactor : heat exchanger : turbine). This allows for UPS friendly nuclear power setups even in megabases (100+ nuclear reactors).
Mods introducing new content into the game.
Integrates Lithium and associated products from Picklock's Lithium Polymer Accumulator mod with other mods.
Mods introducing new content into the game.
This mod adjusts oil production chains to be slightly more involved at every step, without subjecting you to total intermediate chemistry hell. Includes some custom assets from other popular mods.
Mods introducing new content into the game.
A minimalist starter kit with a tier 0 power armor, support for the jetpack, a mini low-output reactor, and the accoutrements you need for robot construction. As simple as 'Install and Play', but includes optional loadout customization for those looking to tailor their experience, such as using solar power instead. This version includes stuff ftom TinyStartCraftablesupdate
Mods introducing new content into the game.
Adds the deuterium fusion cell based on angels industries mod.
Mods introducing new content into the game.
Gone are the days of pistols cluttering your inventories or lying forgotten in a box.
Mods introducing new content into the game.
Short underground pipes with less material cost and crafting time for compact builds.
Mods introducing new content into the game.
Consume power to teleport items. A replace of robots logistics, configurable and UPS friendly.
Mods introducing new content into the game.
OnlyTrains was created with the idea of explicitly using trains for transportation. It removes the ability to place belts, underground belts, splitters, pipes, underground pipes, storage tanks, requester chests, buffer chests, and active provider chests. These items are all still craftable for use in recipes. Good Luck!
Mods introducing new content into the game.
Adds an additional recipe to make rails from stone bricks, rather than raw stone.
Mods introducing new content into the game.
Gaming related voicepacks (Gamer + Gordon Freeman) for Strat's Voicepacks mod.
Mods introducing new content into the game.
Mods introducing new content into the game.
KILL ALIENS FOR BOOST Give extra technologies and weapons with alien recipes. Try it for fun. Gifts : ° techno joker fiole : incolor substance ; mix this substance with an colored fiole and you got a lot of fiole with this color. ° five techno for lab speed (max +1250%) ° five techno for robot speed (max +1500%) ° five techno for robot storage (max +10) ° one weapon and two munition for frost/defrost enemies ° crazy autonomy : uranium fuel cell alien : 8TJ ; ° crazy speed : nuclear fuel alien 8TJ (4x Acceleration; 2x SpeedMax) ; nice with aircraft mod ° possibility to use biter flesh of EndGame / Natural Evolution Enemies / Schall Alien Tech with an additional mod : AAA for EndGame / AAA for Natural Evolution Enemies / AAA Compatible Alien Tech
Mods introducing new content into the game.
Bulk import and export of train stops using CSV text files to allow easier bulk editing.
Mods introducing new content into the game.
Patches the shuttle from electric shuttle train to use processed fuel from AAI
Mods introducing new content into the game.
This mod makes the gameplay slightly easier. You win by placing a belt.
Mods introducing new content into the game.
Mods introducing new content into the game.
Add some extra recipies that replace fluids, like oil or cosmic water, with barrels of those fluids.
Mods introducing new content into the game.
A GUI for LTN. Displays information about LTN stops, available items and trains controlled by LTN.
Mods introducing new content into the game.