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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.
Adds settings to the game to lower the speed at which Bob's greenhouse produces wood, with an optional setting to allow you to lower the power usage by the same amount. If you don't change the settings, it will default at original speed and power usage.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Simple less intrusive version of built-in debug settings `show-tile-grid` feature. Useful for radar, pollution, artillery fire, UPS, map generation, chunk-aligned trains, biter expansion, etc. ⚠ This mod currently has some performance/UPS issues. It will probably require a rewrite to fix them. Sorry. 💀
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Improve upon kapaer's 'Islands World' mod. Removes landfill (to force island-hopping) and adds Dark Matter Replicators enabled to ore tier to smooth out the lack of resources (the challenge should be a lack of land anyhow). Goal on initial island is to get to trains to make more land available.
Collections of mods with tweaks to make them work together.
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.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
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.
Small changes concerning balance, gameplay, or graphics.
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.
Reduce the intensity of screen flashing red when taking damage. Helps gaming under low light conditions!
Small changes concerning balance, gameplay, or graphics.
😫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.
Small changes concerning balance, gameplay, or graphics.
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.