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Copies entities for bases that created via EasyAPI from "dummy" surface. Use command: /change-DBase
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Tweaks to re-spawning get given; ammo / guns / armor if you have made enough already. Also allow changing corpse decay timing for players / biters since they are also death related.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Allows the logistic system technology to be researched with chemical science. Compatible with SE.
Small changes concerning balance, gameplay, or graphics.
Removes the Utility science pack, rocket science pack, and space science pack requirements from Logistics research, allowing access to it earlier in the game. Adapted from Space Exploration Early logistics system HomicidalBarber and adapted again from ttgspeed's mod. Fixed to work with Krastorio2 and AAI containers mod.
Small changes concerning balance, gameplay, or graphics.
Solve your Seablock Sodium Hydroxide Problem Today! Brand New Sodium Hydroxide Solution Technology can be yours! Allows Sodium Hydroxide to be processed into a fluid. The fluid can then be voided/destroyed using a Clarifier. Forked from sodiumhydroxidesolutionredux by jmurrayufo. Thank you!
Mods introducing new content into the game.
This mod adds most of its content after the first rocket launch. Adding several new tiers of production machines, new ores, science packs and some new beacon functionality.
Large total conversion mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This is a slightly modified version of Texugo Wind Generator with 1.1 support and additionally makes the wind turbines quieter. Wind Generators produce free energy, but are expensive and don't have a steady output. This mod adds 4 tiers of turbines, from small wood generators to massive steel turbines.
Mods introducing new content into the game.
Mods introducing new content into the game.
Allows Teleporters mod back into the game in Space Exploration Earlier than SE intended, but as soon as originally planned.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a mining level mechanic, where the player gains experience from mining ore and the amount of experience depends on the quality of the ore. Also includes an experience bar in the UI and a mining speed multiplier that increases by 15% for each mining level.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Use /speed # instead of /c game.speed = #, without touching game's cheating status or ability to get achievements. /pause and /resume are also possible. Do chat while pausing the game. Hotkey for pause is not registered by default.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Allows to color default factorio lamps through circuit network signals R, G, B of level 2-255 each. This allows for pretty much all colors you would ever want. Limitation: Lamp should be always off via circuit condition.
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.
Just a bunch of signals that I personally love using when naming my train stations!
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Disables next-upgrade of LTN >= 1.18.4 for space elevators hidden train stops.
Small changes concerning balance, gameplay, or graphics.
Less refined fuels pollute more. Electric furnaces consume 50% more power.
Mods introducing new content into the game.