Early ghost building robots, A special nanobot gun automaticly revives blueprint ghosts near you if you have the items in your inventory. Also reprograms personal construction bots to deconstruct items on ground.
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 version for factorio from version 0.16 until current
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.
A mod for Bob's mods. Reintroduces green to red to blue circuit progression. New circuits result in overall increased resource usage. Reduces module count and types.
Extends the last phase of the game by requiring you to invest a large amount of research and energy before you can create a stable singularity with Krastorio2's intergalactic transceiver.
Changes the crafting speeds of AAI Industry motors and electric motors to have better ratios with the rest of the game.
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.
Increases terrestrial science pack usage, while reducing space science pack usage. Allows for a better balance between terestrial SPMM and space SPM. all values are configurable.
Allows to automatically replace personal fusion reactors with either the first or second tier of RTG. Cofigurable through mod settings.
Is Space Exploration too complex? Why do I have to make an item that's used for only one thing? Why do I have a building that does only one thing? Why are there so many kinds of buildings? WIP, suggestions are welcome.
Larger inventory. Faster robots. Starting Armor / Equipment / Construction Bots. Robot speed multipliers, inventory size, and robot starting count can be configured in the Mod Settings.
Provides settings to modify power and recipes including inserters and robots. Default settings are set to shorten game time greatly. Works with all mods. Latest Update: Version: 0.8.0 Date: 3. 08. 2022 Features: - Added Settings to modify Research Time and Cost (default: Off) Update: - Changed all recipes to only require 1 by default.
This mod extends the inventory size of Angels warehouse (1800 slots) and Angels preassuretank (500k). If you have Warehousing mod installed you can now place the buildings interchangeably with Angel's warehouses.
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
Flying robots charge in roboports are really fast (balance is not changed)