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Adds non-rechargeable battery equipment, which can be crafted in the early game, and much cheaper than portable solar panel in short-term. Options on enable grid to early armours. Designed for “Schall Recharging Weapon” mod or as backup power to equipment grid. (Locale: English, Deutsch, 正體中文, 简体中文, Português Brasileiro, Русский)
Mods introducing new content into the game.
Automatically deploys destroyer drones based on enemies around the player
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Adds microwave transmission towers and rectenna receivers, for wirelessly charging batteries in equipment grids. Additional receivers can be used to increase throughput. Compatible with most anything that has an equipment grid.
Mods introducing new content into the game.
Pasting a recipe to an assembler copies the source assembler's direction.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Queue a logistics Upgrade or Downgrade for an entire connected belt line with one click! NOW FACTORIO 2.0 AND SPACE AGE COMPATIBLE!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Bots are not minable and wont go to taskbar. Includes mod settings to disable every aspect separately.
Small changes concerning balance, gameplay, or graphics.
Rebalances Pyanodons Raw Ores to have more noticeable productivity gains for each technology tier. This makes the game easier... Sorry?
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Propel yourself all the way from mining stone with your hands to ripping holes in reality. Darkstar Aims to extend the playtime of the game to well over twice the standard. With extra features like Quarries and Ore Probes for mining in lands with no ores, or launching rockets to mine deep space materials. With roughly 664 currently added features!
Large total conversion mods.
Armors is upgradable now. Optional have all armors a little inventory size bonus ( can be changed).
Mods introducing new content into the game.
Betterpoles - Better Poles - Use few poles in your factory. All poles has Max Distance and Max Supply Area
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.
The mods sets the request of requester chest and the network condition of inserters that insert into passive provider chests when those chests are build.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds sounds/tones & vocals from C&C RedAlert to play with programmable speakers.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod adds a quicksave-key (F6 by default) which saves the game to '_autosave-quick<nr>'. By default the number rotates between 1 and 3 similar to the built-in autosave-feature. This can be changed in the Mod settings. It is also possible to set a name for the save there. This is most useful, when the option "Use different mod settings per save" is activated in Other settings.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mod adds three small Roboports that can recharge 4 robots, but have no docking/inventory slots. They have 1/2, 1/4, 1/8 the range of a normal roboport. Adds Roboport with the signal off (allows charging/docking/but no range increase). Mining the no signal roboport returns a normal roboport.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.