You don't need energy except personal equipment, cars and locomotives; works with all mods
Mods introducing new content into the game.
Simplifies modules and beacons so a single Productivity 3 module gets you comparable benefits of a full beacon sandwich without the layout constraints. Overall slightly less powerful than vanilla.
Small changes concerning balance, gameplay, or graphics.
Adds four electric locomotives including cargo und fluid wargons. Mk4 is really fast for huge distances (therefore expansive). Modified, UPS optimised version from magu5026 'Electric Train' mod with graphics from Yuoki Tani 'z_yira_american'.
Mods introducing new content into the game.
Everything are faster. You move in the normal speed. You can set the speed to be faster or slower ATENTION: If you save your game and remove the mod, your game will continue with faster then normal speed, but you will also be faster. To normalize this, use the command /c game.speed=1
Mods introducing new content into the game.
From the settings, you can change the character's production speed
FOR THE EMPEROR! Adds the 5dims 30- and 50 tile underground belts tier 1-3 and pipes tier 1. for some reasons the recipes didn't show up after resarching the techs, so I enabeld them from the start but that doesn't mean you can use them ;)
Small changes concerning balance, gameplay, or graphics.
Set the base productivity of all of your labs, assembling machines and mining drills.
Mods introducing new content into the game.
Adds an always red rail signal that only players can cross Now you can build human-drivable traffic circles ;)
Mods introducing new content into the game.
This mod adds quick recharging for personal bots, removing the need to 'mine' your bots to collect and recharge them quickly. It increases the recharge rate of bots from 1MW to 100MW, and charges the personal robotports energy buffer from the 'aether' (it will no longer drain your solar panel/fusion reactor equipment or batteries). This could be considered cheating, as your personal bots recharge for free, however manually mining your bots when they need to charge does the same thing... Originally by djungelorm, updated for .17
Mods introducing new content into the game.
Start with modular armor, personal roboport, construction robots, portable solar panels, and a battery.
Increases the maximum wire distance of Small and Medium Electric Poles to reach between Pyanodon's huge entities
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Build your own train-based megabase! This modpack includes Quality Of Life mods, logistic, construction/management and resource mods. This modpack does not contain any code on its own. See the Download tab (if on mod portal) or the dependency list (if in game) for the exact contents of this pack.
Collections of mods with tweaks to make them work together.
Mirrors/Flips a blueprint in hand, reupload of older mod I still like to use
Mods introducing new content into the game.
This new robot has the capacity of 4 logistic robots, 60% the speed, need 40% more charge time and has +50% damage resistance. Takes your items for longer without needing to charge.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.