Build your very own colony on Nauvis. Create housing, services and recruit colonists to grow your settlement alongside your factory. Be sure to check the tips & tricks for more information on the systems and mechanics of this mod.
Tweaks to Vulcanus. Demolishers are more numerous and have higher speed, the starting area is much smaller, and certain casting recipes now require research to incentivize building a small science chain on Vulcanus. Vanilla+.
Adds a nest of Frost Aliens and Worms! These aliens will cause frost damage, and may launch a frost cloud over your factory. Defeated aliens will drop artifacts that can be further processed into weapons and armors (optional). With Alien-biomes, nests will only spawn in cold areas.
Biters and Spitters are Zombies and there is a whole lot of them! Can you stop the horde?
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.
Overhaul merging Krastorio2 with Space Age.
Turrets are built using salvaged self-learning AI tech from your ship allowing them to get deadlier with practice. Extends turrets via ranking system based on kills. Turrets are generated and are not limited to vanilla turrets, identifiable by overlaid rank insignia. Rank buffs individual turrets.
This mod adds a new planet to Space Age: Erimos Prime — a wave defense survival adventure awaits! *WIP* - testing phase
New End Game set of fusion reactors close to IRL, with scalable tera production of electric power, science packs, fuels, weaponry and power armor equipment for dream bases, from 48GW to 417.6TW and matching production of SPM for vanilla and space age. Bootleg of Romner_set's Realistic Fusion Power. Now with a new Complete overhaul of technology tree, fluids, recipes, machines, sounds, graphics and ups efficiency.
UPDATE 3.1 Tired of the lonely factory life? This drone(s) will follow, assist, and protect you, handling construction, repairs, combat, and manage its inventory all by itself. Toggle between building and combat roles on the fly with hotkeys or the shortcut bar, fine-tune its behavior with customizeable options, and toggle between Modes to enable progression over time or to make the mod more suitable for large modpacks like Angels or Bob's. Maintained by Maoman
A normal Nauvis start, but every other planet is replaced with asteroid belts, so space platforms are still required. Go asteroid mining for Tungsten, Scrap, Lithium and Pentapods to progress through the usual Space Age tech tree.
Contains a few tiny changes to Pyanodons mods...
Adds farming, ranching, and pharmaceutics into Factorio. It's extremely unethical but also extremely profitable. WARNING! This mod will greatly enhance and extend the rest of the pY mods. Expect a 1000+ hour long game!
An overhaul of the electric network, engineer an Electric Grid! The overhaul is optional.
adds greenhouses, plants, and baking. Science overhaul
Freeze water into ice. Enclose items in ice to slow spoiling. Store spoilables in a refrigerator to stop spoiling completely. Fridges draw power based on ambient temperature. Also adds cooled wagons.
Big bags everywhere ! More space in inventory, toolbelt, logistic and trash slots, robots cargo size and speed, bigger stacks & pickstick to increase your picking distance...
An alternative to flare stack/voiding fluids. The Fluid Memory Unit can store an infinite amount of any liquid or gas. The more fluid you store, the more power it will require!
This overhaul mod aims to add all the elements of the periodic table to Factorio.
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