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

Content
18 minutes ago
2.1
140
Owner:
vadonchik
Source:
N/A
Homepage:
N/A
License:
Military mods - download only
Created:
9 days ago
Latest Version:
1.21.0 (18 minutes ago)
Factorio version:
2.1
Downloaded by:
140 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).

In-game guide: press the Military mods guide button on the shortcut bar (or open Tips and tricks -> Military mods) - how every vehicle and building of the installed military mods works, step by step, with pictures.

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: now a separate mod, Military Crates - installed together with Military Support.
  • Double landing pad 16×8: two shuttle spots and a control tower; shuttles land, unload and wait for the next order.
  • Hyper belts II and III: 240 and 360 items per second, matching the military loaders II and III.
  • 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 - including the Abrams, M2 Bradley, BTR-82A, Strykers,
    the Chimera and Segun missile complexes, the special tank shells, 30 mm HE and the ballistic missiles.

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: see the Military Crates page - merging up to 10x5,
    a 3D look for every size, the merge tool (Alt+M).
  • 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.

Coming soon

Planned for the next releases (order may change):
- Older buildings and vehicles remade to the quality level of the newest military vehicles.
- Market: every new vehicle, shell and part of the other military mods for sale / order as soon as it is released.
- Space Age: every vehicle and building tested on every planet and on space platforms (heat on Aquilo, spoilage on Gleba, rocket weight).

Recommended mods (same author)

These mods are made to work together:
- Military Core: the shared base of all our military mods (fuels, engines, radios, batteries, vehicle window).
- Military Trucks: trucks with stops and schedules on military roads; fuel stations, fluid stations and tankers, parking lots.
- Military Heavy Tanks: SU-100, T-90 and M1 Abrams, M2 Bradley IFV, BTR-82A, M1126 Stryker and M1296 Stryker Dragoon; tracks, gun elevation, commander's machine guns, special shells.
- Military MLRS: BM-30 Smerch, BM-21 Grad and Kupidon MLRS, two radar trucks, one fire-control network - and the Chimera and Segun strategic ballistic missile complexes (up to 2000 tiles).
- Military MLRS: Chimera: Chimera, the heavy strategic missile complex for Military MLRS: 6x6 truck, vertical launcher, 150-2000 tiles.
- Military MLRS: Segun: Segun, the second strategic missile complex for Military MLRS: wheeled truck, raising missile pack, 100-1200 tiles.
- 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 and Military Core 0.4.8+ (installed
    automatically). The Space Age expansion is not required: without it the shuttle sells normal quality and the hyper
    belts are off; with Quality the shuttle sells the highest quality.

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

Download-only (see LICENSE): download from the Factorio mod portal and play; no re-uploads, modified versions
or reuse of the code and assets without the author's permission.