Graphics Download for Natural Evolution Mods.
Zerg Biter race for Enemy Race Manager experimental (HD Assets included). A few experimental tweaks differing from heyqule's original ERM Zerg. I recommend Krastorio 2 if you want harvestable creep to spawn, but beware Krastorio 2's creep will replace the Zerg Creep decoratives. Additional Zerg units: Infested Command Centre, Broodlings, Queen's Parasite, and Scourge.
Protoss Biter race for Enemy Race Manager experimental (HD Assets included). A few experimental tweaks differing from heyqule's original ERM Protoss. If you use Krastorio 2, beware creep will also spawn around Protoss bases; consider them infested Protoss. Additional Protoss buildings and units: Robotics Facility, Robotics Support Bay, Shield Battery, Reaver, persistent Scarabs (if they don't detonate on a target), persistent Interceptors, and Dark Archon.
Would you like to know more? Changes ArachnidsFaction to put arachnids on the same force as vanilla biters, now with green blood, and spawning on desert areas.
Terran Biter race for Enemy Race Manager. If you use Krastorio 2, beware creep will also spawn around Terran bases; consider them infested Stukov's minions. Includes the entire Terran unit roster from SC: Broodwar!
Adds Yae Miko and Raiden Shogun from Genshin Impact.
Addon This mod adds {max level} On basic RPG system
Added music from Minecraft, Minecraft Dungeons, Minecraft Story Mode and other C418 tracks.
Scenario and control GUI for the Throughput testbench. /viewtopic.php?f=194&t=94795
配置插件属性
Very occasionally if you have heavy logistic bot congestion a logistic bot will crash. This means logistic bots are best used for higher value items like engines or power poles, using them for low value items like ore and copper wire is OK but less resource efficient. The goal is not to stop the use of bots, but to provide a small incentive to use belts in some situations late-game.
A collection of additional biomes: Snow, Volcanic, Crater, various colors of Dirt, Sand and Grass. Includes new tree and decorative variants. There are planet controls in the mod options. V3 is a complete rebuild, starting a new map is advised, but there is a terrain regeneration option that will preserve parts of your base. HR Terrain Textures are in a separate mod.
Overhauls certain combat mechanics. Walls block most enemy projectiles such as spitters and enemy shotgun shells. Your projectiles can still go over your own walls. Units and structures are assigned the appropriate biological/mechanical and flying/ground-unit/ground-static tags so that can be affected by or immune to certain effects. Has multiple mod options including things like flying units and vehicles to not be affected by acid pools on the ground.
Adds bullet trails to machine gun type bullets. Works with gun turrets, guns, vehicle-mounted guns, and anything else that uses that type of ammo.
Allows the cost of research to be tweaked, in terms of count, science packs and time. Edit its configs costs *.lua to tweak the multipliers. - Original mod made by UberWafe, this is adopted version for factorio from version 0.16 until current
2x2 Assembling machines that can do simple recipes
It's ''endless-resources-depletion'' by Morhe, which was basically the only mod what did what expected and worked on every scenario correctly. Updated for 1.0, if he ever updates his version I'll delete this one. All ore resources are infinite but their yield will deplete to very low amounts. RSO & Bob's Mod compatible.
Prevents ore patches from running out. Keeps oil at a specific yield
Your planet has two suns. It's always day time around here!
Allow the user to change the number of charging ports on Bob's robochests as I find it annoying that I have 30 bots all queuing up to use the chest and ignoring nearby charging ports.