Adding new machines to Space Age for more variety and bigger production!
Beyond the ever dark expanse lies the event horizon, the final frontier. The Shattered Planet. This devastated world holds one lone patch of uranium which is the key to solving its mystery. Enter the world of isotopes as you break down radioactive particles into increasingly more powerful substances, and beyond. UPDATE: The mod is currently undergoing an overhaul.
Angel's Petrochemical processing changes Oil processing and adds Gas processing, as well as a more complex web of chemical production. Includes overrides and tie-ins to Bob's technologies and recipes. Dependencies: Angel's Refining
Adds massive cargo ships to the game, that function similarly to trains. Also adds tanker ships, train bridges. NOTE: In 2.1, You Must Install Oil Rigs Separately!
Hot planet where you develop AI, 33 technologies, 2 new minerals, 7 buildings, many items, custom terrain, music, unique challenges... Doesn't break Space Age balance, integrates well with it
A set of mining and excavation vehicles that can quickly mine solid resources such as coal, stone, ores, etc. They also harvest any trees in their path (and can consume the wood as fuel). The miners can be used standalone, or and can act autonomously if programmed with the AAI Programmable Vehicles mod.
[BETA6] Panglia is a planet that follows Moshine in the quest for even more intelligence. It's a strange alien planet that contains Branbalite, a phosphorescent plant, and panglite, a strange metal. Some zones are experiencing much faster time, which will allow you to experiment with cloning, then keep clones in simulations and upload them. You'll need to fill the huge electric needs with dangerous roots that expand and attack your base.
A twin planetary system orbiting a common center. The life-rich oceans of royal jelly on Apia and the bloody seas of Carnova, which you will industrialize.
Visit the frozen mountains of planet Paracelsin, where mining zinc is a race against clogging and freezing.
Conjure items from nothingness using energy and a bit of magic. Or sufficiently advanced technology, who really knows?
Complete Angel's and Bob's Space Age integration with extra planets: Planetaris-arig, Planetaris-hyarion, Paracelsin, Maraxsis and Moon of Nauvis Muluna.
Choose an item and a target quality, the mod designs and gives you an entirely configurable upcycling loop blueprint.
A Factorio industrial overhaul with true orefields, real ore processing, metallurgy, hydrometallurgy, petrochemistry, catalysts, gases, waste handling, and advanced materials.
Mods, Modernized. Modular. 0% LEGACY SILT. 100% MODERN GRIT. Core only. Provides some basic functionality, but extensions are recommended for the full GIZMOD experience. Router, registry, debugger, and prototype export.
A beacon powered by fusion plasma. Long range, 4 module slots and high effect transmission, with productivity and quality modules available as an option. Designed to operate from the second row, alongside the ordinary beacons around a machine.
English translation of the Cheat Panel mod. All credit goes to the original creator, Pablizho. Original project: https://mods.factorio.com/mod/cheat-panel Original creator: https://github.com/pablizho
Warhammer 40,000: Mechanicus - Complete Original Soundtrack
Fixed the issue of Earendel's Bullet Trails which causes the mod not applied to recently modded bullets.
nullius-hurricane-reskins replaces the working_visualisations of reskinned Nullius machines (foundry, hydro plant, air filter, crusher, electrolyzer, compressor, flotation cell, nanofabricator, vacuum chamber, geothermal plant), which wipes the status indicator that Bottleneck Lite added earlier in the same data stage. This mod runs afterwards and restores the missing indicators using Bottleneck Lite's own settings.
Replaces the engineer with a fish. Updated to be compatible with miniMAXIme!