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.
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.
A simple balance mod for improved personal experience. Published for easy usage by friends. Mainly focuses on enhanced versatility of modules, machines, and vehicles. Contains several optional tweaks and changes to other mods.
allows user to configure the multiplication factor of the fuel and rocket part stack size, categorised by their default stack size. external mods will be supported.
DogsMultiMod adds: Bigger chests, better assemblingmachines, longer underground belts and some cool palisades. more stuff comming soon.
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
Upgrade recipes for armor, furnaces etc. Signals with recipe icons that are missing in vanilla. Variated mining results for trees, rocks and fish. Missing dependencies for bonus technologies. Highly configurable.
Allows to automatically replace personal fusion reactors with either the first or second tier of RTG. Cofigurable through mod settings.
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.
Our hands have become sore, we must not handcraft anymore. This mod changes recipes to require an assembling machine but it tries to not interfere with the early game too much.
This mod allows you to set a fix value for the costs of infinite research technologies instead of the increasing vanilla prices. Created with the help of the reddit user _Gamma_Gaming_.
Enable you to have some sort of a low tech option (from other mods like JunkTrains or Early3x3Electric Furnace, Nanobots) when playing full bobs/angels without being to OP. Those techs are usually locked behind angels green science or higher, or require some construction or electronic block that you can't craft early on, which kind of defeat the idea of the early mod. Also add some sort of firepower if you're playing with harder enemies and can't kill the bases.
Tweaks the speed of VortiKs deep core mining machines. This by default reduces the speed to 1/5th of the normal speed since I feel this is a more balanced rate.