Provides settings to modify recipe output amount, requirement amounts, crafting time and item stacksizes. Default settings are set to what represents recipes giving heaps of items in a short amount of time and requiring 1 of everything. Latest Update: Version: 0.6.1 Date: 13. 12. 2020 - Added Lots of multipliers - Added checkbox to always get max output - Adjusted default values in settings - Fixed conflicts with Reverse Factorio and MK3 Armor
Nests absorbing pollution causes evolution to increase instead of when it is produced. An improvement to vanilla pollution evolution behaviour. Default values are balanced to allow you to turn vanilla pollution evolution factor off without changing difficulty but everything is Qonfigurable. Doesn't impact UPS. /ngevolution to see evolution factor
Allows the cost of research to be tweaked, in terms of count, science packs and time. Edit its configs costs *.lua to tweak the multipliers. - Original mod made by UberWafe, this is adopted 0.16 version
sets the evolution to 1 / number of finished non infinite research every few seconds
Сhanging speed of belts. Every next belt tier has twice higher speed than tier before. Now splitter splits one blue belt to two red belts.
Enable you to have some sort of a low tech option (from other mods like JunkTrains or Early3x3Electric Furnace, Nanobots) when playing full bobs/angels without being to OP. Those techs are usually locked behind angels green science or higher, or require some construction or electronic block that you can't craft early on, which kind of defeat the idea of the early mod.
Mod for the 'No crafting' challenge without the need for new items. It will disable all sort of hand crafting in the game and replaces your starter inventory with the 3 basic items needed to bootstrap everything.
Allows configuration of turret range through the mod startup settings. Should work with turrets added by mods, as long as they use the base prototype types. Default mod settings increase range of all turrets by 50%.
Dynamically depend recipes on base rail recipe, even if changed by another mod.
EthMod is a collection of small changes and balance tweaks, designed to enhance the Factorio experience while maintaining the feel of vanilla.
Extends the area of small and medium power poles to match their wire reach. And Substations can align with the Chunk grid without overlaps.
Beacons have x3 range and x2 effect, but interferere each other decreasing distributing effect drastically.