Makes ammo 'cheaper', though arguably not 'cheaper' until oil processing kicks in.
Hand crafting stuff costs health. Keep some fish handy, and research Automation ASAP.
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.
Add building platform at world generation. Some building can only be placed on those platform. You will need to take care on how you do some design to fit them on building platform and your base will have less space to expand.
Increases the resource costs of most recipes causing a marathon game. The will require the players to scale a larger factory and use rail to reach the end game.
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
For both new players and veterans! Improves Science pack recipes to follow a traditional progression curve. Silky-smooth transition through oil. Purple science is harder than just dropping Artifacts in a blender. End-game research is more involved, requiring specialized new types of Advanced science. Overall materials cost of research is kept similar to vanilla. Rocket silo can now be achieved without any fighting. Each feature can be tweaked in config.lua.
Transforms many overlooked details. You can enable or disable the following options in config.lua: Modular Armor doesn't need Processing Units; Plastic is made from Light Oil; energy from all fuel is lowered; alien evolution over time is 10x slower, but pollution is increased 5x; biters won't eat your railroads and train stops; all floors can be placed up to water's edge; ammo recipes need coal as accelerant; make Roboport doors quieter; disable picking up Robots while they're flying.
Slight balance tweak for resource spawning at very low resource settings
Alternate crafting reciplie using alternate high end crafting matterials
Extends the poor Combat Robots Time-To-Live... Let them live their life!
Fair Allocation of Independent Resources statistically analyzes resource allocation amounts and increases resource deposits to correct unfair map generation
Rebalances train technologies to include Cargo Wagons in the Railway technology. Credit goes to /u/bluewales73 for the idea.