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.
Lightweight scripted shields with power consumption for all turrets (configurable or researchable)
Mods introducing new content into the game.
Mods introducing new content into the game.
This mod reduces storage chest inventory size drastically, and adds pallets for larger wooden storage.
Mods introducing new content into the game.
Ein Roboport der in der Luft schwebt und keinen Platz auf dem Boden blockiert. ----------------------- A roboport floating in the air and blocking no space on the ground.
Mods introducing new content into the game.
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.
Consume power to teleport items. A replace of robots logistics, configurable and UPS friendly.
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.
A GUI for LTN. Displays information about LTN stops, available items and trains controlled by LTN.
Mods introducing new content into the game.
[OUTDATED] Look for Teleportation_Redux by Silari. Devices for the teleportation. Techs for mid- and late-game. You can teleport either to the special beacons or as far as you see (also usable in zoom-ro-world mapview). You can also use Telelogistics part after both enabling it through the in-game mod settings menu and researching the technology. Just place a Teleprovider, press R on it and select a destination Beacon. Need feedback about telelogistics energy cost.
Mods introducing new content into the game.
Mods introducing new content into the game.
액체가 포함되어있던 레시피를 확실히 지워줍니다. (You can create recipes that are not hand made by hand. - google translate)
Mods introducing new content into the game.
Stone/Coal/Iron/Copper/Uranium/Oil deposits are infinite and do not deplete. Mining speed is default, despite displayed yield over 100%. Oil extraction is dependant on richness of an oil field as in vanilla, however it will not drop below whatever yield it is found with.
Mods introducing new content into the game.
Fixes the construction bots stupidly flying into explosion by giving them 100% explosion resistance. Thanks to fireproof-bot and special thanks for NuclearRobots ;)
Mods introducing new content into the game.
Big Miners inspired on Total Annihilation metal extractors models, adds 3 tiers of massive miners that can mine entire ore spawns. Last update: 0.18.1 - Small Fixes/changes.
Mods introducing new content into the game.
Extends the way circuits and solar panels are manufactured in a simple yet challenging way. All recipes are balanced and vanilla compatible.
Mods introducing new content into the game.
Based on the old Creative Mode mod created by Y.Petremann, then patched by Pac0master, and also the Test Mode mod created by rk84. By enabling Creative Mode in the game, you can access objects that can generate unlimited items, fluid or energy, or nullify them. Perfect for testing purpose or making initial setup for games. Quick patch for 0.16 until an official release - everything should work now.
Mods introducing new content into the game.
Increases the cost of underground belts to realistic amounts.
Mods introducing new content into the game.
Adds in more technologies for worker and construction robots including robot speed, robot carrying capacity, character trash slots and character logistics slots.
Mods introducing new content into the game.
Mods introducing new content into the game.
Not just a tank, its a War-machine !!! 4 tiers of tanks and a lot of different stuff, like acid, fire, storm, piercing, cluster and nuclear heavy shells, rockets and bullets, and a lot of equipments to choose. >>>>READ THE CHANGELOG<<<<<
Mods introducing new content into the game.