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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.
Small changes concerning balance, gameplay, or graphics.
Adds two new labs, expands research speed, and adds research productivity.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Lets you recall all robots in your network. Forked from 343N's 0.2.15 version.
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.
Play a logical puzzle game in 33 mini-levels. Fix a broken factory by several items in every level, then check if the factory satisfies objectives.
Scenarios, maps, and puzzles.
Mods introducing new content into the game.
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.
The idea of the mod is to generate timestamped saves so that they can later be used to generate a time lapsed view of the saves progression over time.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
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.
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.
Small changes concerning balance, gameplay, or graphics.
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.
Lost crafting time is compensated. Your craft speeds up depending on your craft activity. Anyone can translate the mod on Crowdin. https://crowdin.com/project/factorio-mods-localization
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.