Provide a separate new “Circuit” group tab, containing all vanilla circuit components and any items already under circuit network subgroup. Act as a framework for bringing together any circuit-related items. Designed for players who tried to find circuit components in the “Logistics” tab. (Locale: English, Deutsch, 正體中文, Português Brasileiro) To fellow modders: Please consider putting your modded circuit components in this group as well! Instructions included in FAQ.
Provides a less-laggy interface for reactors to connect to the circuit network.
Have power consumption and power production as signals in your circuit network, with capabilities to measure the electric network statistics up to about 1.8 × 10^308 watts. Additional envelope signals for maximal projected electric production/consumption are also provided. We use the electric network id for accounting of all calculated values within each electric network
关联箱+关联管+背包共享区+物品堆叠+装卸机堆叠【link chest + link pipes + package share area + item stack + loader stack】 Update to 2.0, Compatible with Space Age
A spidertron dock for efficient spidertron transportation on Space Exploration's spaceships. Allows docking spidertron's passively which cost zero integrity on spaceships.
An alternative to warehouses. The Memory Unit can store an infinite amount of a single item type. The more items you store, the more power it will require!
A set of containers in the Factorio style with multiple options for inventory sizes. Chest 1x1, Strongbox 2x2, Storehouse 4x4, and Warehouse 6x6. Logistic and non-logistic variants of all. Container colour uses masks so other mods can modify the tint (for colour blindness etc).
Combinator that reads the number of filled and empty slots of a chest and output them as signals.
Control the means of production with new logistic and storage structures. Works either as a standalone mod or alongside the rest of the pY modpack.
Adds a vanilla looking 5x5 storage tank with 100k capacity and 2 pipe connections on each side.
Euclides' Eyecandy Modpack. A simple—Yet Heavy—Eyecandy, QoL Modpack. Requires 8GB VRAM to run comfortably. All required mods are Cosmetic (Or changes visuals) + Alien Biomes. All Optional mods are small Quality of Life mods that add controls, mechanics or tools. I recommend adding all optionals except FNEI [Recipe Book is much better]. Choose either Playtime [Active by default] or Playtime+ [optional] base on looks. Same with using GUI Unifyer.
Makes technology research costs scale based on the number of science packs and if they're required for the silo, planets, or promethium science.
Original mod by Tynach, revived for 1.1 All LUTs which change the white balance use chromatic adaptation to shift the colors toward a different white point. White points from the CIE's 'Illuminant series D', also known as the 'daylight locus', which is meant to represent natural daylight at different color temperatures. Luminosity is scaled roughly identically to the default LUTs. All color operations were performed in a linear light scale, then converted back into sRGB for the LUTs themselves.
This mod changes the basic tech cards from Krastorio 2 to punchcards.
Create blueprints to prettify existing tiles.
Add some beautiful bridge-rails (wood, iron, stone-brick) that can be placed on water, and change default Big-electric-pole and rail-signals to be placeable on water.
[QoL] Automatically place rail signals on rails and intersections.
A GUI for managing your Logistic Train Network.
This mod adds UPS friendly Space Exploration themed, MAGLEV propulsed, trains. They are best used together with the Krastorio 2 and Space Exploration mod. Yet, they also function as standalone pack, using only the vanilla base game. This is however now also fully compatible with Space Age and Elevated Rails.
Trains for 5dim's mods We know that you loves trains so we are created more tiers of locomotives and wagons. This mod include: - 10 tiers of Locomotives, wagons and fluid wagons