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.
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.
A mod that turns science into a liquid that you have to fill science packs with bottlers
You aren't alone on Nauvis. Someone, something out there wants you to succeed and get off the planet. You've been noticing strange crates that don't look like they're from this planet landing nearby occasionally. They seem to contain supplies for you. You don't know who's sending them, but whoever they are, they're certainly helpful.
Realign tech progression to match the requirements of launching a rocket.
Automatically 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. WARNING: Incompatible with marathon mod.
Concrete becomes more expensive, but is produced by 15 units batches
Adds tweaks for some mods, change recipes, techs. Additional balance for marathon and bob's extended. More integration for mods.
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.
Increases Rocket Damage to be comparable to Tank Cannon Damage (Just a little less so Tank Cannon is still a better option, but makes handheld rockets actually an option to deal with Big Worms etc.). Additional damage configerable in Config.lua
This mod will increase the difficulty and process of the recipes, and abolish some of the recipes.
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