Automatically refuel stranded trains with construction robots.
Small changes concerning balance, gameplay, or graphics.
Adds production structures which simulate being fully beaconed, and Fullspeed productivity modules for them. Does not change any vanilla entities.
Mods introducing new content into the game.
Adds Russian localization for some mods. Добавляет русскую локализацию для некоторых модов.
Translations for other mods.
Add technologies electronics and others... This mod requires the activation of my other mods: - Ritn Lumberjack (+ Bio Industries) - RitnMiner - RitnGlass - RitnSmith To activate the entire ModPack you need RitnResearch.
Mods introducing new content into the game.
Every Nth tick, adds X money to all online players.
Small changes concerning balance, gameplay, or graphics.
Add technologies mechanics and others... This mod requires the activation of my other mods: - Ritn Lumberjack (+ Bio Industries) - RitnMiner - RitnGlass - RitnSmith - RitnElectronic - RitnPurple To activate the whole ModPack you will need RitnResearch.
Mods introducing new content into the game.
(BETA) Entire game overhaul, ~900 more recipes. Makes the chemistry and industrial processes more "realistic" while trying to keep fun factor. Almost every recipe has a few byproducts to deal with, making even green circuits a challenge to automate.
Large total conversion mods.
Small personal mod that I am uploading for potential use with friends. Handful of changes that just makes my personal experience a bit more streamlined, but also several options available for anyone that wants to customize their use of this mod for their own personal play, as almost every feature can be turned off independently from others.
Small changes concerning balance, gameplay, or graphics.
Adds two advanced substations to the game. - Longer hook up rage - Bigger coverage - More expensive - Adds 'Electric Energy Distribution 3' research * Advanced Substation * Experimental Nucleonic Substation (Volatile) The Experimental Nucleonic Substation can be used with Roboports Uses Quantum, temporal and rubber band science to allow the electricity to flow to such a large area. The rubber bands are to keep the wire tight. USE AT YOUR OWN RISK!
Mods introducing new content into the game.
Mods introducing new content into the game.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Small changes concerning balance, gameplay, or graphics.
Nuclear powered robots that don't need to recharge. Forked from Buggi's Nuclear Bots and changed to have a more balanced formula, not have 3x the speed of normal bots, fire immunity, and some acid resistance for construction bots. Finally a use for all that Uranium that piles up! The recipie was scaled to require as much energy as a normal bot would use in 21 years - about the same time that a nuclear submarine reactor core lasts.
Mods introducing new content into the game.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Makes the spidertron logistics tech available much earlier. Relies on the Insectitron mod to have viable trons to move things.
Mods introducing new content into the game.
A mod that adds several ways to increase the remote reach to a ridiculous degree.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Make nightvision goggles slient, don't tint and desaturate colors, as well as higher contrast. Night without goggles is brighter as well, but not by much. Adapted from Tynach's Colorimetric LUTs mod.
Small changes concerning balance, gameplay, or graphics.