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.
a good start: power-armor-mk2, fusion-reactor-equipment = 2, personal-roboport-mk2-equipment = 2, battery-mk2-equipment = 6, construction-robot = 50, exoskeleton-equipment = 6, personal-laser-defense-equipment = 6, submachine-gun, uranium-rounds-magazine = 200
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Large capacitors to allow quick battery equipment recharge for longer journeys.
Mods introducing new content into the game.
A blatant hack of Church Organist's hack of Gotlag's original Honk mod which changes the sounds to Deltic horns. Trains honk when stopping. And starting. And on command.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod adds a liquid which can be used to make the other science packs using glass and a 'modifier'. This is the DyWorld version of Universal Science.
Mods introducing new content into the game.
Proof of concept: New buildings have only one hit point; repair to start them
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Show those aliens what humanity is capable of! Adds a furnace that let's you burn fuel to generate pollution! Choke on smoke, suckers!
Transfer items, technologies, power and signals between servers via rockets. For server administrator and developers: see https://github.com/MasterBabol/deepspace9 *This mod does not work in single player mode.
Adds the 'infinite energy' objects. The ratios are actually a little *worse* than perfect solar, at the cost of not requiring a "Perfect Setup"
Mods introducing new content into the game.
Large total conversion mods.
Removes need for Gun Turret and Piercing Ammo, adds need of 5x Regular Ammo and 5x Grenades instead.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.