Seven Mods for the Arch666Angel under the sky, Seventeen for the Bobingabout in their halls of stone, Six for Pyanodon doomed to die, One for the Dark Lord on his dark throne, In the Land of Mordor where the Shadows lie, One Mod to rule them all, one Mod to find them, One Mod to bring them all and in the darkness bind them
Overhauls certain combat mechanics. Walls block most enemy projectiles from shooting over them such as spitters and enemy shotgun shells. Your projectiles can still go over your own walls without problems. Flying units vehicles can fly over walls, but can still be hit by projectiles. 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. Also provides some collision utilities to for other mods.
Provides settings to modify recipes and stacksizes for inserters and robots. Default settings are set to shorten game time greatly. Works with all mods. Latest Update: Version: 0.6.2 Date: 17. 01. 2021 Features: - Added 'Output Always Exceeds Requirements' (default: On) Bugfixes: - Fixed 'Kovarex Enrichment Process' giving less uranium 235 and 238 than requried.
Have you ever wondered how distroying alien spawners ended up helping the aliens evolve? Or have you ever wanted a way to reduce the alien evolution factor? Or do you sometimes want to be left in peace to build your factories, but find peaceful mode a little too easy? This MOD solves these problems :) Destroying alien bases will reduce alien evolution This MOD is designed to introduce a new difficulty level between Peaceful and Normal