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A modified version of the original Circuit Processing to fix configurability for compatibility. A mod for Bob's mods. Reintroduces green to red to blue circuit progression. New circuits result in overall increased resource usage. Reduces module count and types.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Adds gun turret which has 950(400 vanilla) hitpoints and 20 range(18 vanilla). Inspired on GunTurretUpgrade by thereaverofdarkness
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.
Add building platform at world generation. Some building can only be placed on those platform. You will need to take care on how you do some design to fit them on building platform and your base will have less space to expand.
Small changes concerning balance, gameplay, or graphics.
alpha-stage mod! Many features are yet missing. Still I believe it is as good or better than many other similar mods, that I know about. This mod aims for trains to become realistic. warning ! settings from 0.0.2 will not work with 0.0.3 . Be sure to look at their descriptions and put them into their default values for playable results. Sorry for my incompetence, but I'm not yet keen to learn how to use migrations to change things like theese behind sceenes.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This is built on top of Calm your Alerts! https://mods.factorio.com/mod/calm-your-alerts, and adds filtering for entities and priority alerts for other entities. Some portions of the logo are used from https://fonts.google.com/icons and its license can be found here https://www.apache.org/licenses/LICENSE-2.0.html
Small changes concerning balance, gameplay, or graphics.
Rebalances efficiency modules to be viable at all levels, in assemblers or beacons./nChanges:/nLv.1 Consumption -40% Pollution -20%/nLv.2 Consumption -60% Pollution -30%/nLv.3 Consumption -80% Pollution -40%
Small changes concerning balance, gameplay, or graphics.
Small modular nuclear reactors designed to be deployed off-grid at remote sites. SMRs are manufactured as sealed units with a fixed energy capacity, including both fuel and generator components. This means they can be quickly setup anywhere but once depleted must be returned to base for refurbishment. Forked with suggestions and improvements from the discussion page.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Craft liquid rocket fuel directly, bypassing vanilla rocket fuel stage
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
Uses Google Translate to scramble all the text in the game into mostly unreadable chaos. Most parts of the game, including UI, technologies, recipes, items, entities, and more are affected. Some parts of the game that are less visited are not yet translated.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.