Military Support


EARLY ACCESS: an early version, expect bugs and balance changes. Military base contracts paid in Galactic credits and a galactic market on the shuttle landing pad. Also includes hyper belts (3x turbo, 90-tile undergrounds, Space Age), a 4x4 hyper beacon with 10 slots and a 100x100 area, and +500% hyper speed/productivity modules. Also military pipes (180-tile pipe to ground) and military 1x1 crates that merge up to 10x5, and a military power grid: a substation with a 100x100 area and wires up to 105 tiles, and a big pole with wires up to 150 tiles. Also a military mech armor with a 25x25 equipment grid (Space Age) and a walking combat robot that guards an area. Each part can be switched off in the startup settings.

Content
18 hours ago
2.1
83
Owner:
vadonchik
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
3 days ago
Latest Version:
1.18.0 (18 hours ago)
Factorio version:
2.1
Downloaded by:
83 users

Military Support

Early access. This is an early version: expect bugs and balance changes. Please report problems on the mod
page (Discussion tab) with the Factorio log (%APPDATA%\Factorio\factorio-current.log).

A military economy and military-grade infrastructure for Factorio 2.1. Every part can be switched off in the startup
settings.

Features

  • Military bases: each base holds 4 contracts for military goods and pays Galactic credits (GC) into a shared
    account. Contracts refresh over time; you can reroll a contract once a minute.
  • Shuttle landing pad + galactic market: buy normal-quality resources from independent sellers (prices drift
    ±15%, limited stock), order legendary buildings and logistics (unlocked by the "Military supplies" research),
    sell goods to buyers. A shuttle flies in and unloads into the pad.
  • Hyper belts (3× turbo, undergrounds up to 90 tiles, needs Space Age), hyper beacon (4×4, 10 slots for any
    module, 100×100 area), hyper modules (+500% speed / +500% productivity).
  • Military pipes: a sturdier pipe and a pipe to ground reaching 180 tiles.
  • Military crates: 1×1 crates that merge into one big crate up to 10×5.
  • Military power grid: a substation with a 100×100 supply area and wires up to 105 tiles, a big pole with wires
    up to 150 tiles.
  • Military drills 3x3 with working machinery: the auger drill (7x7, 1 ore/s, ore collects in its hopper), the
    cutter drill (7x7, 1.5 ore/s) and the ring drill (9x9, 2 ore/s) put the ore on both belt lanes. They mine
    every solid resource of every mod.
  • Military loaders 1x1: 180 / 240 / 360 items per second, load or unload any building straight from the belt;
    solid like a chest, two green signal lamps on the roof.
  • Military storage tanks 4x4 (150 000) and 5x5 (300 000), pipes at two corners like the vanilla tank.
  • One crafting tab "Military" for all items of our military mods, there from the start of the game.
  • With the Military Heavy Tanks and Military MLRS mods: the market's "Kuznitsa Arsenal" sells their shells, rockets, missiles and
    batteries, and bases order those vehicles and their ammunition.

How to use

  • Military bases and credits: research Military base, build a military base and fill it with the goods its
    contracts ask for (open the base to see the 4 contracts, the payment and the reroll button). Every finished
    contract pays Galactic credits (GC); your balance is shown in the top-left corner.
  • Galactic market: build a shuttle landing pad (same research) and open it. On the Sellers tab, type the
    amount and press Buy: the shuttle flies in and unloads into the pad. Elite orders (Military supplies I-III)
    buy legendary buildings; Buyers take your goods for credits.
  • Hyper belts, beacon, modules: research them and use them like the vanilla ones. The hyper beacon takes any
    module, 10 per beacon, and covers 100x100 tiles.
  • Military crates: place 1x1 crates of the same quality next to each other so they form a rectangle, open one
    and press Merge: they become one big crate (up to 10x5). Split turns it back into 1x1 crates.
  • Military power grid: the military substation powers 100x100 tiles and connects up to 105 tiles away, the big
    pole up to 150 tiles. Just place them; the long wires are laid automatically.
  • Military pipes: the military pipe to ground reaches 180 tiles.
  • Military drills (research Military drills): place a drill on ore. The auger drill keeps the ore in its
    hopper: take it out with inserters or loaders on any side, or click the middle of the drill to open the hopper. The
    cutter and ring drills drop the ore from the chute in the middle of their front edge: put a belt or a chest
    there.
  • Military loader: Mk1 opens with the electric inserter (research Electronics), Mk2 after Logistics 3, Mk3
    after Mk2. Place it next to a building: arrow towards the building = loads it from the belt, arrow away = unloads
    it onto the belt. It turns itself to fit the belt next to it; up to 5 item filters.
  • Military storage tanks (research Military storage tanks): connect pipes at the two marked corners, like the
    vanilla storage tank.
  • All items of our military mods are in the crafting tab Military.
  • Every part can be switched off in Settings -> Mod settings -> Startup; prices and timings are in the map
    settings.

Recommended mods (same author)

These mods are made to work together:
- Military Trucks: trucks with stops and schedules on military roads; fuel stations, fluid stations and tankers, parking lots.
- Military Heavy Tanks: SU-100 self-propelled gun (100 mm, range 90) and T-90 main battle tank (turret all round, 125 mm), AP and HE shells, own sounds.
- Military MLRS: BM-30 Smerch (12-rocket salvos, 400 tiles) and Kupidon heavy MLRS (missiles up to 800 tiles), two radar trucks, one fire-control network and remote.
- Character Control: inventory size, mining, crafting and running speed, pickup / build / reach distance from a panel next to the inventory.
- Stack Size Control: change item stack sizes with multipliers per category, a cap and exact values.

Requirements

  • Factorio 2.1. Space Age is optional (hyper belts need it).

Install / uninstall

Install from the in-game mod portal or drop the zip into %APPDATA%\Factorio\mods. Removing the mod removes its
buildings and items from your save.

Compatibility

  • Tested in single player. Multiplayer has not been tested yet.
  • Works with Military Trucks, Military Heavy Tanks and Military MLRS (same author).

Languages

English, Russian, German, French, Spanish, Brazilian Portuguese, Italian, Polish, Ukrainian, Chinese (simplified),
Japanese, Korean. The non-English/Russian translations were machine-assisted; corrections are welcome.

Credits and AI disclosure

  • Code, balance and most art were made by the author together with an AI coding agent: Claude Code (Anthropic,
    Claude Opus 5.5).
  • Art generated with fal (fal.ai) using Google Nano Banana 2 / 2.1 (icons, sprites, GUI art).
  • Built on the Factorio modding API by Wube Software.

License

Code: MIT (see LICENSE). Generated assets follow the terms of the models that produced them.