Automatically inserts fuel and/or ammunition into entities when you place them. Can also auto-fill entities around you from your inventory with a hot key or button press. A Factorio 2.1 enhancement of Fill4Me by Kovus (https://gitlab.com/FishBus/Fill4Me), re-extra-fixed by ThandirBH. Replaces Fill4Me: don't run both.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
How much steady power do your solar panels and accumulators really give, and how many do you need for the power you want? Works per planet, with quality and modded panels and accumulators, and also counts accumulator charge and discharge limits. Presets, and a tool that reads the counts from an electric network. Our own rewrite of the idea of Solar Calculator by Kaktusbot.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Get a boost when you start your game! Start freeplay in SmoothStart Armor: an Arc Reactor, Boots of Speed, a Miniroboport and Nightvision Goggles in a small grid of their own, plus 10 SmoothBots, construction robots four times (or more) as fast as the regular kind that never need charging. You can also start with a few supplies, get a better view of your starting area, and increase your reach!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Create a wall of laser beams by placing powered posts that, once charged, span the gap to keep out the bugs. Beams block enemies, burn whatever attacks them, drop when a beam is broken or the power runs short, and come back once the posts recharge. Gate posts make beams your own side can walk and drive through. Research adds reach and cuts power use. A new mod with its own code and art, after the idea of Laser Fence by randomflyingtaco and Sacredanarchy.
Mods introducing new content into the game.
Guarantee that you start on an island and the biters leave you alone until you're ready. This mod will draw a mostly-circular island around your starting point out to your specifications. Build in peace until you're ready to unleash your war machine.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Find what's broken! (Or unguarded!) One button looks over every building on the planet or platform you're viewing and lists what's likely wrong: machines nothing feeds or empties (items and fluids), loose inserters, missing recipes, empty drills, things out of fuel, dead pipe networks, lone underground belts, power problems and split networks, gaps in your defenses that enemies could walk through, and much more! Problems are circled on the map and in the world; click one to go there.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Choose how enemies behave planet by planet: normal, peaceful (they fight back only if attacked), or PASSIVE (they stand there and die without ever fighting back! Great if you just want them to get in the way.). Peaceful Nauvis with a hostile Gleba, a passive Gleba with everything else normal, or any mix, changeable at any time.
Small changes concerning balance, gameplay, or graphics.
When nothing is being researched, starts the cheapest research your labs hold the science packs for, on any surface. If those packs run out it moves on to the next cheapest. On a tie, new buildings and features go before plain upgrades. Turn it off with the shortcut button or Shift+U to run your own list.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
** Alpha Release ** Wood becomes part of industry: plywood, boards and boxes of screws go into most buildings, sawn by hand or in a Sawmill, pressed in a Glue Press, grown in a Greenhouse or gathered with the Harvester. New intermediates (steel frames, copper housings, concrete structures, explosive dust) and new ores: magnesite, smelted into magnesium, and silver. New power, new lamps, new buildings! Works with or without Space Age.
Mods introducing new content into the game.
"Enemies mostly come out at night, mostly." Increased attacks when it's dark, a timer to let you know when that is, and options to make it so they only attack at night. Biter raids can feature a Raid Leader (bigger bug!) and customizable raid size increases. A new mod with its own code, after the idea and balance of Nightfall by Yehn.
Small changes concerning balance, gameplay, or graphics.
Dig beneath your planets. Freight Elevators sink shafts to caves three levels deep under Nauvis (four with Space Age, plus one under Gleba and one under Fulgora, and 2 under Aquilo!) The ore above runs on below; deeper down come granite, quartz, feldspar, geothermal heat, and higher pressure, guarded by Underground Horrors. New buildings, new enemies/combat, new defenses! Supplementary to Space Age, no required technologies but lots of less expensive alternatives. Build deep, defend, expand!
Large total conversion mods.
Carry electricity by train. An arc tower charges an accumulator wagon at one station and another unloads it into a second network, even a dead one, so a wagon can bring an outpost back to life. Send power to or from your space platforms! Recharge a dead base with a power platform. Send power over great distances with your Microwave Towers!
Small changes concerning balance, gameplay, or graphics.
Fills your quickbar with your own default layout when you start a new game, or join a game where your quickbar is empty. A quickbar you already have is never touched. Save your current quickbar as the new default with the shortcut button.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
One button puts a map tag on everything the game has generated, even in black areas you haven't explored: the middle of every resource patch, the middle of every cluster of enemy nests, and the nearest shore of the lakes nearest you. Helps you find resources you may need desperately. Tick what you want marked in the shortcut's window; Shift+H marks without opening it.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Nauvis's biters, spitters, worms and nests become dinosaurs: raptors, T-rexes, stegosaurs and triceratops, apatosaurus necks rising from the ground, and nests of eggs. Looks only: health, speed and attacks are unchanged. Dinosaur models by Quaternius (CC0).
Small changes concerning balance, gameplay, or graphics.
Rings the things that matter so you can tell them from the scenery: every rock you can mine or bump into (and their like on every planet: ruins, stromatolites, icebergs, chimneys), enemy worms and nests (shown above trees) and your own land mines. Items lying on the ground show as dots on the map and minimap. Decorative rocks are left alone. Only the sprites change, so it costs nothing while you play. Colours and on / off per kind in the startup settings.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.