So you don't get the dreaded "out of ammo" alert when you feed it mixed quality ammo.
Allows you to configure how many rockets fit underground.
An early game tier for the upcycler with a worse ratio.
Undersea data cables for your red and green circuit signals.
Quality holmium ore finally yields you more.
You can alt + scroll over the set recipe in the gui or when selecting the assembler to change the recipe quality.
Not enough space above ground? underground has free real estate.
1200 is quite a lot, lets set it lower by giving it the F virtual signal.
Admins can prevent players from interacting with certain surfaces.
Allows you to enable/disable thrusters with circuits, as well as toggle them by hand.
Building materials that are over-delivered are returned to the silo and their rocket parts refunded.
Gives the spinlaunch pool noodle some end caps and a copper tint.
When you leave the label empty (or when it is a valid number) it'll show the circuit amount.
Sometimes you wish to keep the belt a certain percentage full of items, with this mod you can read the belt length.
You get a new production statistics tab for the cargo that the planet has sent to orbit, as well as received from a platform.
Shows you the difference between tiles that require artificial soil vs (yet to unlock) overgrowth soil.
Are you using the surface's radar signals as a sort of todo list? now you can check it yourself.
You get the building scaffolds on every surface.
As if you can get lost, you just want to see thruster info in the sidebar.
When a platform (suddenly) dies the surface doesn't delete itself so you can see what went wrong and/or grab a blueprint.
Construction robots will wait with placing the entity until you're done configuring it.
Transmutes signals into other signals, effectively a signal upgrade planner.
Remove view can do it, so why not you?
When you enter the territory of a demolisher, you'll see which direction the owner is in.
You probably wouldn't want machines with productivity or quality to start crafting prematurely.
Shows you which requester chests are requesting from buffers, just search for "request".
That red thing blaring in your face is just so annoying.
Instead of alphabetically, the platforms are sorted chronologically.
Fulfills orbital requests instantly and for free.
Highlights resources with no drill on them yet when holding a miner.
Allows you to upgrade/downgrade an entire area.
Where are my trash slots earandel?
No quality modules, sacrifice x (configurable) items to get the next tier.
Reverses the recipe and research changes done to them by space age.
Feed items inside and get a higher quality item every X items without random chance.
Adds an early game display panel craftable from wood, has no circuit connections.
There is no spoilage in Ba Sing Se. (configurable!)
Allows you to change the 1 to any number by pressing the [i] key over the icon.
Construction materials can be shared with disconnected islands.
Adds recipes and tiers for the single tile lane splitters.
Cheap spoiling personal construction robots for the early game.
Detects in seconds the time since the last red value, allowing you to output a signal of 1 based on the virtual S signal.
Downgrades modules elsewhere and leaves construction requests so the current setup can use them.
Pasting an assembling machine several times on a requester chest increases the total requested.
If you need to move some tiles over the deconstruction order stayed if a tile remains the same.
Look at the thumbnail, did the situation apply to you? You may be entitled to financial compensation.
And in turn require no power to move so they can get the job done first.
Allows other mods to add alternative cargo rocket fuels.
Fluid permutations fork for (K2)SE
It adds a lot of item and recipe pollution, pun intended.
By default its on construction robots, this moves it to militairy (configurable).
The white Krastorio 2 loader will be able to load & unload through spaceship wall.
Prevents core seams from generating on nauvis.
All 3 booster tanks can be picked up and retain their fluids.
Each surface has a map wide construction and logistic zone, but those won't charge robots.
Allows you to restore cliffs in their original position.
Makes radars transmit and receive signals across the same surface.
Seeing healthbars until the heat death of the universe is not a fun alternative.
An example of how to read input signals and set custom output values for them.
The values you set in this constant combinator get multiplied with their stack size on the output wires.
A preformatted constant combinator in the same way as the tabs you select the signals to begin with.
Those 4 liquids come out in silly ways, this mod barrels them for you, provided you supply empty barrels.
Adds a virtual signal for each core fragment present.
Zones cannot be renamed, but this is the next best thing.
When traveling between solar systems this mod automatically manages slingshotting.
Periodically this mod searches logistic storage chests of your force's networks on every surface and moves modules in your 1 designated chest.
Cargo rockets launching from space zones may also be fueled with ion stream.
When you place a roboport by hand over a roboport ghost with a mode it no longer resets it.
The rings of the roboport will be tinted normal/green/orange based on which mode is selected.
When you are in remote view on another planet you might click on orbit or star out of habbit, this mod adds a confirmation.
Read it in order to stay informed about my mods.
Arcolink chests are neat and all, but they're so far down the tech tree.
The chat only tells you the name, you used to have to open the universe explorer to get more details.
All core mining drills now require a special fluid to function at all.
Don't you wish you could flush fluid wagons?
Cargo rockets using over X amount of fuel are only allowed to be launched by hand.
Increase the yield of a core mining drill by giving it a special fluid.
For other mods to listen to when core mining drills get placed or removed.
Allows you to ride/follow the energy beam so you can enjoy the carnage with popcorn.
Placing extra core miners on a surface does not lower the effectiveness of others.
Reactors use fuel quicker whilst their tempratures are below useful levels.
By default it only shows the power coverage, which is not ideal when trying to space them. (pun intended)
Tired of building out certain annoying recipe ratios? This mod easily lets you define custom recipes without actually cheating all from the comfort of an ingame gui.
If you hover a machine that uses fluids with an assembling machine and pipette a fluid port, you get a ghost to (un)barrel that.
Mining a corpse equips your armor first before trying to insert the other items.
Since SE sets productivity in data-final-fixes.lua cough Fluid Permutations doesn't know about them yet when cloning recipes.
Nobody expects the spanish inquisition.
Having two machines on each surface just for that is tedious.
Loaders and optimal performance not included.
Research-kun why are you stuck?
Researching new zones is fun and all, but how do you know which ones are new in the list?
A quality of life helper for the quality of life filter helper mod.
Construction robots can construct longer spacepipes from single spacepipes.
Allows kiln recipes in the advanced furnace, the industrial furnace remains unaffected.
Shows the selected channel on transmitters and receivers in-world.
Shows the selected channel on transmitters and receivers in-world.
When you place down a new signal transmitter and rename Default
to something else, it suggests the current surface's name + primary resource.
Seriously, its big, only the zip is small.
Keeping building equipment stocked at every planet is tedious, just shoot it there from nauvis.
Fixes productivity modules not being allowed in variations of that specific recipe.
It can be hard to distinguish every non-3rd module from their neighbour.
Getting all the fragments to a single location is annoying ha?
Visualizes it when you have duplicate crafters in the same botmall area.
Don't you just hate it when there's still a big red fuel bar left?
Prevents 90% ish heat/power loss during transfer.
Allows you to redesign warp harvesters without the need for ores under them.
Filter a storage chest with a deconstruction planner to have deconstructed items go there instead of flying across the base.
Allows you to emergency burn anywhere using the shortcut, pretty much a teleport that damages your capsule.
You must be within 15 distance? pfff what primitive technology, just beam me up instead.
Dropped cargo picked up by personal roboports no longer ends up in the player's inventory.
Whilst flying overides the life support gui with jetpacky fuel statsy stuff.
How much fuel was burned by the engines since it last anchored?
When a surface alert goes off it only gives an id, good luck finding it in an alphabetically sorted list.
Bruteforces access to some of the constants and util functions.
Tracking the amount of chunks on a surface is tricky, this mod contains a tracker.
Flushing a rocket/ion/antimatter booster tank refunds you filled canisters.
Yes, but now many exactly? i don't have all day.
Empties out their battery so they seek shelter at the nearest roboport with available charging spots.
Pollution on biterless planets does not generate new chunks.
Rotate the green fuse thingie to prevent an automated launch.
Tells informatron to shut it 20 seconds into each new world without requiring per player opt-out.
Shows an alert when core miners have no space to output new fragments.
Replaces the robot interference column. (heck i use bots regardless of it's value)
Just set a filter on a loader and need to toggle its direction to clear the items? no longer.
Disables stations until you change the name to a non-backer one.
Enables the usage of circuit wires on the long space pipes.
Hides the "The" part in the spaceship gui.
Had a desync myself, sets the duration from 30 minutes down to one tick.
When you press scan surface, all already scanned chunks light up.
Stops the vanilla reactor from using fuel while at max heat.
Core fragment processing no longer returns 0-4 normal fragments which are high in gluten.
Tints unlooted pyramids in the color of the module.
A place to store your backwash (trash items) until you arrive somewhere.
No player inventory items are lost when using emergency burn.
Adds Repair Turrets that explode cliffs and do not spill onto belts.
Removes the space platform tiles from under entities deconstructed with this shortcut item.
Provides an example on how that mod can be utilized.
Provides circuit condition events to other mods even if the pulse was just one tick.
Shows the selected destination above the doorway.
Fuels them with construction bots so you don't have to.
Update the equipment grid of your trains by driving past it.
Adds a sussy laptop on which you can see the red & green signals.
Gives the locomotives a thought bubble for what it wants to pickup.
Allows you to filter the slots in order to prevent over sending.
Gives a signal for all pending deliveries and/or pickups.
Provides rocket silo animation keyframe events to other mods.
Makes LTN fluid trains not depart their delivery station until empty.
Snaps the Space Exploration addon power poles to a subgrid.
Deliver science packs without the need for sushi belts and/or inserters.
Delivers the capsule and rocket parts to the silo with construction robots.
Shows the filters in alt mode as you would expect.
Hover over any core miner (or look in the universe explorer) to get the fragments per second for that surface.
Adds a shortcut that can calculate the required amount of krastorio air purifiers for a selection.
Restocks air purifiers using construction robots.
Multipurpose soft dependency modpack overseer for the nydus community :)
Automatically sets the alert icon based on the initial circuit condition
Prevents all walls from visually connecting to water.
Converts 'interactive' rich text station names to mere icons.
Allows rocket fuel to be used in flamethrower turrets.
Highlights requester chests with the buffer chest checkbox enabled.
Allows you to put (all 3) exoskeletons in the krastorio 2 spidertron.
Just links to the original mod that is still compatible with krastorio 2 ^
Prevents accidental destruction of tile patterns by blocking tile ghosts on them.
Disables steel piping since their north blending is triggering.
Allows you to liquify items for easy transportation, modding api available! (^-^)
Just the valves, not the pipes.
The biters will allow you to build rails on creep if you do not gas them.
Reverses the beacon animation to go into the ground.
Buffer chests return their overstock back to the network.
Adds a button to your toolbar to quickly call your personal train to you.
Upgrade plannering will not work for yet-to-research technology.
Increases the mining radius by 1 tile for each tier.
For when just (one) mechanical honk isn't an option 🔪
[krastorio 2] + [steam trains] + (random rebalance) = this
Removes the ugly pink patreon tag from items.
Renames all Science Packs to Science Juice, sounds fun when you're in a voice call with friends when discussing resarch requirements.