An RPG leveling system for the engineer. Earn XP from combat, crafting, and mining, spend points in a skill tree, and ascend for permanent prestige. Script-based and save-safe, with no prototype changes.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Recipes gain productivity bonuses the more you produce them, scaling exponentially. Additive: stacks with vanilla research and other productivity mods instead of overwriting them.
Small changes concerning balance, gameplay, or graphics.
A machine faction that builds. The Replicators mine a matter node, run a real factory, research their own technology, and expand with construction robots. Their escalation is a factory on your map, so you can scout it, starve it, and take it.
Mods introducing new content into the game.
Build drills that consume ore-sample templates to grow ore patches in a ring around themselves. Bootstrap from rare worldgen remnants. Vanilla and Space Age compatible.
Small changes concerning balance, gameplay, or graphics.
Atmospheric horror events triggered by your factory's pollution. Discover the previous engineer's notes as the air thickens.
Mods introducing new content into the game.
Control a planet's starting resources. Keep any native resource to its starter vein only, or write extra starter veins for any planet, vanilla or modded. Made for low resource starts: just enough ore to get a run going.
Small changes concerning balance, gameplay, or graphics.