All the mods from the Martincitopants Space Factorio Video! All credit go to NikoMew https://mods.factorio.com/mod/martincitopants-space-modpack, I just swapped one mod.
Adds more tiers of the default modules, in addition to adding a new lategame type of all-rounder module. They start getting expensive very rapidly. This is meant for the late-game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Forbids placing down pipes, underground pipes, (non-offshore) pumps, and storage tanks. Prepare to hate oil.
Mods introducing new content into the game.
Makes the quickbars work more like minecraft for better controller support
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Reach up to the skies or dig deep below, expand your base vertically... If you're into that kind of thing. Original by Simcra, ported to 0.14-0.16 by Erdbeerbaer. Port to 0.17 started by DeltaNedas and continued by Danacus.
Mods introducing new content into the game.
Just 2 buttons to zoom extra wide or close, further than actual gui limits ! And a ALT-Z hotkey to direct zoom out.
Mods introducing new content into the game.
Increases the cost of underground belts to realistic amounts.
Mods introducing new content into the game.
Mods introducing new content into the game.
Freeplay scenario for up to 61 players for use with multiplayer trading and diplomacy mods. Central spawn location controlled by government. Very small amount of starting gear.
Scenarios, maps, and puzzles.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Upgrades the top tier tanks to be better for endgame (once you have Mk2 power armor, there's no reason to use tanks. Let's fix that
Mods introducing new content into the game.