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Adds two new labs, expands research speed, and adds research productivity.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Blimps, airships, aerostats, whatever you wanna call them... Author: SPolygon. This mod updated by ZwerOxotnik Use also https://mods.factorio.com/mod/adamo-blimp ;) Anyone can translate the mod on Crowdin. https://crowdin.com/project/factorio-mods-localization
Mods introducing new content into the game.
Mods introducing new content into the game.
This mod prevents Inserters to get stuck holding Items.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds upgrade recipes for many items (e.g. Wood chest -> Iron chest). Works with bobs and angels. Can be added to existing save.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds 5 tiers of user configurable, transformers, big power poles, 6 tiers of tiers underwater electrical cables. This mod also allows for improved small and medium power poles toggled on in the settings.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds a couple advanced recipes that allows converting of wood into oil products. Uses all vanilla items & fluids; no custom items or fluids added that need new chains to deal with. Does have some basis in reality. Can optionally be used along side the existing Wood gasification mod.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Jump straight to building your base with speedy construction bots! Super handy for those times when you have all the initial stuff planned out and don't want to spend time chopping down trees. Adds custom construction bots, roboport and exoskeletons to the player when they join the game. These are equivalent to top tier equipment but cannot be built and will disappear when you research the upper tiers of these technologies. Grants construction research by default to allow ghosts from the start.
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.
Mods introducing new content into the game.
Extremely, ridiculously dense forests. Incorporates new biomes and trees from other mods.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod is the opposite of "expensive" recipe and technology settings and reduces the prices of things in the "normal" price settings. Prices are reduced in the same ratio by which they would be increased with the "expensive" settings. Since the "expensive" technology recipes are the same as "normal", this mod simply reduces the technology costs by approximately 4, since the official Marathon settings use a technology price multiplier of 4.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.