This mod seperates Regular and Stack Inserter Capacity Research, and adds infinite versions of the technologies.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Biters have different strength locally. This only takes effect on multiplayer. Biter evolution is dependent on closest player.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
An attempt to mitigate the 'all or nothing' affect of biters breaching your walls. Biters which damage a structure will take damage.
Mods introducing new content into the game.
Robots occasionally break and need to be serviced. Adds maintenance and attrition to bot use.
Small changes concerning balance, gameplay, or graphics.
Route your belts freely underground. (Includes factorissimo-2-notnotmelon support)
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Turns the once peaceful biters into different factions, warring for domination over Nauvis alongside the player. They will fight amongst themselves for land.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
This mod adds fuel category compatibility between various mods. Split from https://mods.factorio.com/mod/K2-equipment-compatibility
Mods introducing new content into the game.
Adds 2x1 thrower inserters that can launch items through the air. A fork of Renai Transportation.
Mods introducing new content into the game.
Add lots of types of science packs to spice up your set-ups with additional production lines! Includes 36 new science packs.
A collection of big machines to save on UPS or for simple peoeple that want to place 1 thing rather than 10+.
Collections of mods with tweaks to make them work together.
Collections of mods with tweaks to make them work together.
Mods introducing new content into the game.
Adds ammo: -Cold Rocket -Atomic Cold Rocket New options: -Disable standard enemies -Spawn only In a humid climate
Mods introducing new content into the game.
The evolution factor is set by the share of researched technologies vs. all technologies. Example: If there are 1000 research topics (techs) and you have researched 250 of them, then the evolution factor is 25%. (Military techs as well as mostly irrelevant techs excluded from calculation)
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
In mod: -Fallout Tech -Vault-Tec Assembler -Laser Rifle (With Original Fallout 1&2 sound) -Gatling Laser (With Original Fallout 1&2 sound) -Rate of fire tech -Sniper version of Laser Rifle Things to Do: -Add Localisation -Add All Fallout Weapons -Add some new versions of Weapons The mod is still in beta. Work in progress. Please stand by...
Mods introducing new content into the game.