An extension to the Science Cost Tweaker mod: Change the way science is being made (even more).
Large total conversion mods.
Efficient Smelting - Mine less / Less Furnaces / Less Refineries. Instead of 1, get 50. Supports all modded items.
Mods introducing new content into the game.
Adds additional information to any fluid tooltips, particularly useful when mods have changed fluid properties. Supports any modded fluids and FNEI. Currently includes fuel values/pollution modifiers and will be updated to include flow information once the new fluid system is released.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Provides configuration options to make the Spidertron playable for arachnophobic players. By default, hides the legs of the Spidertron, displaying laser-pointers at the feet. Includes new options to customize the color of the eyes, the number of the eyes and lights, and to change the number of legs, allowing players to remove up to six legs as an alternative to making them invisible.
Small changes concerning balance, gameplay, or graphics.
Adds landfill recipes for coal, uranium, cryonite, vitamelange and vulcanite.
Mods introducing new content into the game.
Shows the total item amount of what you are holding, unless you hold in a blueprint, then it shows how many times you can complete the blueprint.
Small changes concerning balance, gameplay, or graphics.
This mod adds a god version of the modules (without the negative effects) and a combined god module.
Adds tools to make fluid handling with pipes much better. -Orphan finder -Pipe cleaner (In Blueprint Menu) -Underground Pipe Highlighter Press <CTRL SHIFT P>(press again to toggle off) - Pipe Highlighter Verify connections by hovering over pipes. (Configurable in mod settings) -Pipe clamps Press <CTRL + R> on pipes, or use tool from Blueprint Menu (Like flow control but automatic) -Auto clamps (close proximity pipe laying without pipes connecting) toggle with /autoclamp or <CTRL SHIFT C> [Check mod startup settings for disabling certain parts of mod if you want QoL only]
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds more powerful late and endgame combat capability to keep up with powerful enemies and huge biter bases.
Small changes concerning balance, gameplay, or graphics.
Adds in signals based off of (mainly U.S, but others coming in the future) road signs.
Small changes concerning balance, gameplay, or graphics.
Adds even more achievements for players that are as crazy as I am. Can you reach 1 trillion iron plates, let alone one trillion of anything? Official Mxl-Achievements discord at https://discord.gg/uzgc4dTMUY
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Increases bonus walking speed on bricks, concrete and other tiles. Also works for mod tiles.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod will allow your server owner to have achievements, log deaths and completed research.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A modded Heat-Exchanger that heats steam from 165°C to 500°C. By first sourcing 165°C steam from eg. waste-wood fired Burner-Boilers or solar-panel powered Electric-Boilers, you need only spend Nuclear Fuel-Cell heat on the final 335° difference!
Mods introducing new content into the game.
Make changes to any number of recipes, export/copy the exchange string, and paste it into the startup setting to see them take effect. (Ctrl + \)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.