Small changes concerning balance, gameplay, or graphics.
Adds 'Age of Empires 2' chat taunt capability to Factorio. When typing a number in chat the corresponding taunt will play. e.g typing "1" in chat will play the sound "Yes" If you are a fan of AOE2 you will know. Works best if you turn off the Factorios in-game chat notification noise. Setting -> Interface -> uncheck 'Play sound for chat messages'
Small changes concerning balance, gameplay, or graphics.
This mod adds scrap to some intermediate recipes. The scrap have to be taken into account in your logistic, at the end these can be recycled to base material.
A collection of mods to add/edit the vanilla research tech, make it more challenging, and even add in 30 more science packs.
Collections of mods with tweaks to make them work together.
Adds in more technologies for worker and construction robots including robot speed, robot carrying capacity, character trash slots and character logistics slots.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
NOW FUNCTIONING, put /c game.players["PLAYERNAME"].force = game.forces["militaris"] into the console twice, replace PLAYERNAME with whatever your username is. (Scenario to start as Faction 1 hasn't been implemented because I have no idea how to do that. Please help me lol xD) you need to use console commands to play my mod for now, sorry lol. Dx A project I promise to finish eventually. This is a TC mod that aims to bring a plethora of new ways to play by implementing different factions into the base game, alongside multiple different surfaces each with different resources and enemies, requiring different strategies. Each Faction is an entirely new or different way to play Factorio, each with their own strengths and weaknesses, tech trees, recipes, general progression, etc.
Large total conversion mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Rebalances efficiency modules to be viable at all levels, in assemblers or beacons./nChanges:/nLv.1 Consumption -40% Pollution -20%/nLv.2 Consumption -60% Pollution -30%/nLv.3 Consumption -80% Pollution -40%
Small changes concerning balance, gameplay, or graphics.
Increases fuel consumption and decreases acceleration/braking to make trains feel more heavy and have a cost to running them. Does not change the actual weight of trains.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Space Exploration friendly version. Provides Application Specific factories to reduce the entity count on megabase maps. Compression ratio is configurable. IE: you can decide to have each building be equivilant to 25 assemblers, or 1000. The recipes/costs/results/size/pollution will all scale accordingly.
Mods introducing new content into the game.
[ALPHA] This is an early access release, as such errors and bugs may happen, which might cause you to lose progress in your save game. Provides some helper functionality for stream integration. Intended for Factorio streamers that seek to spice up their game by having viewers trigger actions in the game. This mod does not do anything on its own. It merely provides a remote interface which needs to be called (e.g. via RCON) for things to happen.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.