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.
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.
I tried really hard to make this file merge se's increased inserter cost with k2's old non-progressive setup for inserters.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod allows the player to travel through pipes. Only above-ground pipes connected to one other pipe are valid entry and exit points.
Small changes concerning balance, gameplay, or graphics.
Spawners may drop Kervran stones, a rare item that can be used for resource generation.
Small changes concerning balance, gameplay, or graphics.
This mod fixes a bug related to 'Early' in Robot World Continued Mod when using Robot World Continued Mod and Py Mod together. There are no special mode settings, etc. μ΄ λͺ¨λλ λ‘λ΄μλ컨ν°λ΄λ λͺ¨λμ νμ΄ λͺ¨λλ₯Ό κ°μ΄ μΌμ λ λ‘λ΄μλ컨ν°λ΄λ λͺ¨λμ 'Early'μ κ΄λ ¨λ λ²κ·Έλ₯Ό κ³ μΉλ λͺ¨λμ λλ€. νΉλ³ν λͺ¨λ μ€μ λ±μ μμ΅λλ€.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Disables all vanilla menu simulations. Can be added as (optional) dependency to other mods to offer a way to disable the default simulations.
Small changes concerning balance, gameplay, or graphics.
Removes science packs and instead lets research be done on items by converting them into researchable forms.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
This mod is meant to increase compatibility between Space Exploration and Angel's Mods. See details for more info. It was build for Space Exploration 2 and will not work properly with newer versions. (SE 3 +)
Doubles notice_textbox maximal_width, specifically to make script errors easier to read.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Removes quick replace upgrade target groups for inserters, ammo and electric turrets, offshore pumps, boilers, lamps, heat pipes and generators, to avoid mod compatibility issues.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.