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Mods introducing new content into the game.
Ever wanted to convert Energy into matter? This mod lets you do this! Configurable amounts for seamless hardcore to cheat difficulty.
Mods introducing new content into the game.
Mods introducing new content into the game.
Revamps energy production and consumption to be more realistic (harder) and splits accumulators into two types: very high capacity with low power, and low capacity with high power. To be used with Clockwork for longer (4h - 24h) day / night cycles.
Mods introducing new content into the game.
Supply resources to your homeworld so that civilization can be restored. Update of Homeworld mod, originally by ljdp
Mods introducing new content into the game.
Clones entire regions of the map including cars and trains, for benchmarking purposes. Copies inventory contents, train schedules, circuit networks, and more!
Mods introducing new content into the game.
Turn your extended factory into a massive virtual robot construction zone with the support of the rail system. This mod automates the construction of massive modular gigabases with trains delivering the exact construction materials needed to distant outpost contstruction projects..
Mods introducing new content into the game.
Mods introducing new content into the game.
Add technologies mechanics and others... This mod requires the activation of my other mods: - Ritn Lumberjack (+ Bio Industries) - RitnMiner - RitnGlass - RitnSmith - RitnElectronic - RitnPurple To activate the whole ModPack you will need RitnResearch.
Mods introducing new content into the game.
This mod adds in recipes to create resources cheaply for testing purpose
Mods introducing new content into the game.
Adds a storage depot controller designed for use in train stations, which can take large quantities of multiple item types and allow for belt-based dynamic train systems.
Mods introducing new content into the game.
Use special blueprint-like item to relocate oil patches so that they are being placed in a custom-sized grid for handy pumping. Also oil patches in newly generated chunks are being reorganized automatically (adjustable through the mods settings menu)! Angel's fissure and natural gas are supported. Select an area with patches to snap them to a grid. Shift+select a point to set a custom grid center. Shift+select an area with patches to move them to the custom grid center.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds the ability to use chemical production to produce chemicals that mimic biter pheromones, allowing you to regionally alter their behavior.
Mods introducing new content into the game.
😫Experience😫 2014 👌euphoria👌 and rack 🔝up☝ an 🔥EPIC💯 🔪kill streak💀 in 🤔what❔ might actually 🐝be🐝 the 👎worst👿 ⚙Factorio⚙ mod to ever 👀see👀 the 💡light🔦 of 🌞day🔆. Adds a new 'special' type of bullet magazine, a sniper rifle, a kill streak counter, and the ability to call in tactical nuke strikes
Mods introducing new content into the game.
Lime's compact power. Updated and rebalanced. (Higher tier solar panels and accumulators)
Mods introducing new content into the game.
An initial Bus that you can put on beginning of your factory that generates: 1 belt of coal, 1 belt of stone, 4 belts of iron ore, 4 belts of copper ore and a little energy until it explodes (or forever). Now you can set to get Iron Plates and Copper Plates instead of ores if you want..
Mods introducing new content into the game.
Overhauls ore gen to increase density at larger distances, but forces some resources to only generate further out. Fully configurable.
Mods introducing new content into the game.
All items produce industrial waste, which must be recycled. See the Changelog and FAQ for other mod compatibility.
Mods introducing new content into the game.