1.0.6 Tesla Coils fire electricity!! Merged crashsite asset into the abandoned ruins mod. This mod now generates power generators along side the ruins. Created 2 new assets based on the crash site generator and reduced the power output. There are now 3 generators red, green and yellow. Red=150mW rare, Yellow=14MW less rare Green=2MW Common and can be moved.
Makes vehicles act like RTS units. Control them using a remote control handset, or program them with circuit conditions and zones. Can be used for base enemy base assault, patrols, friendly base navigation, vehicle-based mining, and more advanced applications. Works with vanilla and modded vehicles. Visit the mod portal page for a full feature list or the forums for tutorials.
Adds one more (faster but more expensive) tier of Electric furnace, Ore refinery, Chemical plant, Assembling machine, Long handed inserter, Lab, Pumpjack, Pipe, Offshore pump, Storage tank, Transport belt, Electric mining drill, Roboport and Centrifuge. You can enable/disable any of these in mod settings as well as change both speed and energy usage.
Did you ever felt, that the advanced tiers of Belts, Inserters, Ammunitions or even the Assembling machine 3 are only decoratives? Ahh of course not, but did you ever thought about that, they are somewhat unimportant features? You just could launch a rocket without building any of them... Not any more! This mod helps you solve this riddle, you have to build the advanced tiers of those, if you want to advance in the Tech tree.
(Space Exploration and Krastorio edition) This mod changes the way you build electronics, making the process more realistic. First you have to assemble electronic components, then combine them into circuit boards. Although it can work by itself, it is designed to function best with krastorio and space exploration.