Let transport drones drive on the roads you already build with: the full Asphalt Roads set, PyIndustry's py-asphalt, water-ford's cobblestone ford and path — and asphalt in space. Wooden crossings stay foot-traffic-only by design.
Mods introducing new content into the game.
Allow a quickstart for Spiderbots, with a configurable number of starting bots.
Small changes concerning balance, gameplay, or graphics.
OreGuard keeps ore patches for mining: tiered allowances (drills & pumpjacks, poles, belts, pipes - more with higher tiers) protect naturally spawned resources from being built over. Toggles for decorative tiles and ground rail over ore; elevated rails span ore freely. Blocked items are returned; robots and ghosts obey the same rules.
Small changes concerning balance, gameplay, or graphics.
A walkable ford over water — players, biters and Pyanodon's land caravans cross, while fish swim across the deck and Cargo Ships still sail over it. Plus a matching Wooden Flooring for dry land: honey-toned boards with a built bumper edge. NEW: the Cobblestone Ford — the road crossing vehicles drive across while players and biters are stopped at the shore — and the Cobblestone Path for dry land. New terrain tiles for Factorio 2.1.
Mods introducing new content into the game.
Remove the unused tinted concrete tiles from base to free up tiles for other mods.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Scratch mod created to verify devctl's mod-portal publish tooling end-to-end; deprecated on arrival.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.