Randomizes all recipe ingredients to make every game feel different! Fully configurable, Works with all mods, Checks dependencies, Keeps costs fair!
This mod changes the normal prices of recipes and technologies to cheaper ones, allowing for a much faster gameplayer and expansion. Designed for a quick factorio gaming session.
This mod is the opposite of "expensive" recipe and technology settings and reduces the prices of things in the "normal" price settings. Prices are reduced in the same ratio by which they would be increased with the "expensive" settings. Since the "expensive" technology recipes are the same as "normal", this mod simply reduces the technology costs by approximately 4, since the official Marathon settings use a technology price multiplier of 4.
This mod adds custom way of making and combining modules (54 new modules).
Replaces wood in bobs logistics with iron plates. Requires Bob's logistics and library mod.
Changes some recipes with wood in Krastorio 2. For now coke and electronic circuit are changed. Use the mod settings to turn changes off.
Changes a recipe with wood in AAI Industry. For now electronic circuits are changed (wood -> iron plates). Use the mod settings to turn changes off.
Changes garden recepies of angelsbioprocessing to have 50% 1 life sample yeald instead of 32./nMod intended for playthroughs with 25+ research multiplier with angels mods without expensive recipes.
Allows all modules to be used anywhere. No more "it's not an intermediate product".
This mod 2x the resources from the smelters (configurable from 1x to 10x: while in the main menu-> settings-> mod settings). This is not for balance but instead just for a faster game with friends. It greatly reduces the requirement to get more mines and makes a new world much faster to start
A modified version of the original Circuit Processing to fix configurability for compatibility. 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.
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.
Tried to balance PvP so that you can leave your base on hostile world for long time (and go sleep perhaps). Rocket range 36->32, Explosive rocket range modifier=80%, Atomic bomb - non existant, laser turret range uped to 30 (can be taken down via yellow rockets, but it requires dedication, as I increased their explosion resitance significantly). Gun turret range 18->20 (so that it can't be taken down safely by sub-gun, it's silly). Artillery stays untouched. Don't let your enemies get to Artilery in first place.