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.
Because normal chests couldn't store dozens of nuclear reactors in them.
Small changes concerning balance, gameplay, or graphics.
Machines are smaller and can only combine 2 ingredients at once, resulting in intermediate products and additional process steps.
Large total conversion mods.
Collections of mods with tweaks to make them work together.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Ever seen the movie "Pitch Black"? If you're having trouble surviving contact Vin_Diesel@PitchBlackSupport.com. Lastly, keep an eye on warning messages and your pollution output. Updated and maintained by me (Choumiko) until Reapa reappears
Mods introducing new content into the game.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Queue technologies for research, see research time ETAs, automatically research all prerequisites, auto-research infinite technologies. Now with a filter (Work in progress)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Beacons have x3 range and x2 effect, but interferere each other decreasing distributing effect drastically.
Small changes concerning balance, gameplay, or graphics.
Makes loot chest from LootChest+ more expensive to make it available later in the game. It also adds a new technology for it which requires the utility science packs.
Mods introducing new content into the game.
Adds status lights for all entities that support them, as well as configure their coloring for different situations.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Changes the Howitzer Turrets by Volvary to use the art from RP Artillery Turret 1. A few art glitches with muzzle flashes.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Evolution is a percentage based on total Research progression. Research costs increase +10% each research up to x1000. Personal use, but feel free to use or adapt.