Does nothing on its own. Derived from Krastorio 2 and kept separate for BM mods to comply with K2's license.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Contains shared modules and compatibility patches for other Biological Machines mods. Does nothing on its own by default although some modules can be enabled as standalone via mod settings.
Mods introducing new content into the game.
Adds a warp drive machine which consumes warp power cells to transport a space platform to the next space location instantly. Platform must be moving forward to be teleported.
Mods introducing new content into the game.
Adds Balack, a post aquilo planet containing new scrap, oil sludge and strong enemies. A single bio fabricator can be placed at spawn and is required to produce new intermediates and products including a new module at the cost of massive pollution. The intermediates can be used to produce tank mk2, mech armor mk2 and warp drive.
Mods introducing new content into the game.
Clones can be made in a biochamber and stored in dedicated tanks. Getting in a tank will fill the tank and open a respawn screen where the engineer can respawn at any filled tank or at the default spawn. Higher quality clones will have increased health, running speed, crafing speed and mining speed.
Mods introducing new content into the game.
Adds Wit, a moon of Nauvis covered in asteroid craters, glass, helium and coper sulfate. Use these resources to produce helium power cells, a necessary ingredient in space science, laser turrets and the robotics facility (req to craft asteroid collectors, 50% base prod). Return post Aquilo for interstellar science pack.
Mods introducing new content into the game.
Adds a hunger mechanic which consumes selected foods from the engineers inventory or the engineer starves. Different foods give the engineer passive regen/movement buffs/debuffs while they are being consumed. Also adds equipment which prevents starvation and more.
Mods introducing new content into the game.
Use a warp drive to travel back to the engineers home star. Land on a dyson sphere construction platform to exchange materials for credits. Spend the credits on different materials and power uplinks which can send the power of the dyson sphere to the engineers factories. Also includes a new ending.
Mods introducing new content into the game.
Adds tissue dropped by biter nests which may be cultivated in a biochamber using bioflux and u-235. The tissue may be crafted into a new nuclear military science pack, various machines (including new military assembler with 50% base productivity), poison gas, uranium ore (centrifuge) and clones.
Mods introducing new content into the game.
Adds new biological materials and intermediates to basic recipes including steel, circuits, concrete and explosives. To do so it brings several space age mechanics to the Nauvis early game including spoilage, recycling, crushing and agriculture. Also makes significant additions to Gleba including napalm and biodiesel.
Mods introducing new content into the game.
Biological Machines is a space age overhaul focused on mundane and sci-fi biological processes. This mod is the intended BM experience, although it only contains dependencies, any of which may be left out for preference/compatibility.
Collections of mods with tweaks to make them work together.