Small changes about to landfills to make you bigger progres in build your base
Allow IR2's Arc Furnaces and Foundries to use Speed & Productivity Modules.
** USE ONLY ON A NEW WORLD ** This mod selectively removes/hides certain technologies which are NOT considered "Tier one". Only the lowest level "Tier 1" buildings and technologies are allowed for a primitive lifestyle. Certain settings can be toggled ON to override the default behavior.
Randomizes all the properties of things in the game. For example, assembling machines may all have 0.3 crafting speed, transport belts may carry 100 items a second, and biters may, well, you can find out yourself.
Various QoL and balancing tweaks for Space Exploration and Krastorio 2. Forked from Xon1's tweaks.
Adds cryonite slush ingot recipe for faster casting times, increases density of liquid metals, and moves bricks back into all smelters. Supports K2 and BZ.
An evolution of RecipeTweaks. Based on The Nobles Space Exploration Vanilla Recipes with snippets from some of the dependencies et al. Adjusting various things for my play-through with K2 and SE including but not limited to: recipes, pollution, pre-reqs, timing, energy requirements My goal is to have realistic units and amounts. e.g. a unit of iron ore is now 1 kg with the appropriate MJ / kg to process. references and explanations in recipe.lua
An alternative to the tech cost multiplier: instead of a flat increase to all technology costs, it progressivly applies a higher and higher multiplier the deeper in the tech tree the tech is.
Fixes the burner assembler pollution being lower than the assembler-1 pollution
Player owned machines will breakdown overtime. Configuration for entities in mod settings. Research available to offset breakdowns. Idle machines should not breakdown. Broken down machines should automatically restart after a cooldown unless destroyed by damage when breaking down
Overhauls certain combat mechanics. Walls block most enemy projectiles such as spitters and enemy shotgun shells. Your projectiles can still go over your own walls. Units and structures are assigned the appropriate biological/mechanical and flying/ground-unit/ground-static tags so that can be affected by or immune to certain effects. Has multiple mod options including things like flying units and vehicles to not be affected by acid pools on the ground.
Very simple mod that makes ERM vanilla enemies inherit with scaling vanilla loot tables, and adding schall alien loot stuff to protoss and zerg if they are present
This mod changes recipes and tech dependencies for logistics from UltimateBelts mod in order to be compatible and balanced when playing on Bobs&Angels. Technology icons were also added.
Halves the bonus of Efficiency Modules. From 30%, 40%, 50% to 15%, 20%, 25% respectively. Just a personal mod used when playing with Rampant.