Store surplus electricity in compact flywheels and release it when demand spikes. Build a reserve for laser defenses, roboports and gaps in generation. Two tiers are available in the base game, Space Age adds two advanced tiers, one of which have switchable capacity/speed modes. With native circuit readout and quality support.
Mods introducing new content into the game.
Compact 1×1 belt crossings with independent straight-through flows and lanes. Uses connected belt speeds, preserves quality and belt stacks, and needs no electricity.
Mods introducing new content into the game.
Raised industrial storage above real moving belts. Three sizes and all five native logistic chest types.
Mods introducing new content into the game.
Mods introducing new content into the game.
A specialized train that with help of drones can infinitely construct its own path forward, repair it, and simultaneously deliver items to various locations, provided it has the necessary supplies on board its carriages.
Mods introducing new content into the game.
Much like beacons equipped with speed modules - increase the construction speed (and similar parameters) of structures. They do not require modules to function.
Mods introducing new content into the game.
Experimental category bridge for AoP + Extraplanetary Production. Restores validated missing composite recipe categories (including petrochemistry-or-oil-processing and petrochemistry-or-organic-or-chemistry) and machine permissions.
Small changes concerning balance, gameplay, or graphics.