Changes Angel's trains to be on par with Bob's mk3 trains, including recipe and tech.
Mods introducing new content into the game.
七日杀模式,每第七天虫潮就会发动进攻,九种难度选择。I know you knew this game. This is a game mode like 7 Days To Die. Every seventh night, a swarm of biters begin to find you. There are nine difficulty options to challenge.
Mods introducing new content into the game.
Slightly faster module crafting for Krastorio 2.
Mods introducing new content into the game.
Makes all solid resource deposits yield 100%. Inspired by Philuminati and xxnoobmanxx. Desync-free for version 0.17 and minerals don't have yields above 100%. Runs on game load and exploring chunks. There is now also an 0.18 version as well that you can migrate forward. Permanently changes the amount of ore in every mineral tile to only 1, beware!
Mods introducing new content into the game.
Adds technologies, buildings and items that make ridding of excess gases and fluids easy through evaporation.
Mods introducing new content into the game.
This mod scans around the starting area when you start a new game. 0.17 Port from Klonan's mod
Large total conversion mods.
Adds technologies for increasing operation, build, item drop, item pickup, loot pickup, and mine distances.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod automatically takes time lapse screenshots of any placed entity.
Ores and oil wells never decrease or deplete. Miners show a strange 'expected resources', due to what I consider a bug in Factorio; see https://forums.factorio.com/viewtopic.php?f=7&t=41720 ; This does not seem to be fixable by a mod. When hovering over ore, '723%' means 723 ore. The X/s expected resources when hovering over miners is mostly meaningless; the number X is actually OreCount*((MiningSpeed-MiningHardness)*MiningSpeed/MiningTime)/100, the result of which has no meaning.
Before the 16.23 update, modded beacons with productivity modules would effect machines they weren't supposed to. Some people thought this was a bug (even though you would need to use cheats for the beacons to accept the module in the first place). Others thought this was a nice work around to use productivity on machines that normally wouldn't allow them. And the 3rd group didn't see this as cheating at all, but a clever way to get around the limitations.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Adds 4 types of concrete that you can choose in settings: Tiles without cracks and with cracks, and, seamless without cracks and with cracks. Made by Quadrox.
Small changes concerning balance, gameplay, or graphics.
Mod that allows you to charge your power suit with your factory's power and optional support for mods adding grids to vehicles. Now also includes multiple mk versions of the suit-plug equipment. This is a custom version derived from https://mods.factorio.com/mod/Suit-Plug-Continued.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Remove specific prototypes (entity, item, tech, etc) from the game entirely.
Replaces the Fusion Reactor with a Radioisotope Thermoelectric Generator (RTG).
Mods introducing new content into the game.