Adds a 1x1 powered equipment-grid autofeeder that consumes bioflux and applies a temporary player buff. If Gizmod 0.1.2+ is installed, feeding shows a floating bioflux icon.
Mods introducing new content into the game.
A sad, quiet, slightly pathetic little Foundry that unlocks with automation science. Careful, it might be fragile.
Mods introducing new content into the game.
Mods introducing new content into the game.
Disposable stealth-drone airstrikes launched from a fortified airstrip. Five payloads: nuclear, thermonuclear, dirty, toxic, and plague. Strike range: 128 tiles.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Heavy-duty logistical reinforcement and tactical baseline support for high-friction automation grids. Engineered with zero viral drag on a strictly non-GPL, unencumbered MIT footprint.
Mods introducing new content into the game.
Adds GZ glass, glass bottles, void-grade glass, void-grade bottles for advanced science, and an assembling machine 4 upgrade path.
Mods introducing new content into the game.
Catch real ocean fish with an asteroid-collector-derived shoreline machine, and optionally let tumbling fish spawn as collectible asteroid chunks in space.
Mods introducing new content into the game.
Hydraulic pressing, guaranteed material sheets/foils/dust, experimental crushing, three-tier discoveries, and a first-class Gizmod window.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Wand-first compact ship route editing with contextual route and boat inspectors, automatic docking and route assignment; no pathfinding or rails.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Mid/late-game teleportation beacons gated directly after Electromagnetic Science when Space Age is present. Beacon buffer upgrades are gated directly after Quantum Processor.
Mods introducing new content into the game.
IYKYK Edition for Nauvis featuring volcanism, natural height variation with elevation levels, realistic biomes and rivers, river crossings, and more.
Mods introducing new content into the game.
GZ-Ore: Extended Resource Controls adds base game, modded and submerged ores to Nauvis or your starting planet when using Any Planet Start. NOT TESTED WITH EVERY PLANET COMPATIBLE WITH APS. Space Age planets tested and working.
Mods introducing new content into the game.
Midgame tech for teleportation devices. Adds beacons which allow teleportation between them. Original by Apriori, updated to 0.17+ by Silari. Rebalanced by Giz: default energy cost+, buffer increased, advanced teleportation tech removed (no personal teleporter).
Mods introducing new content into the game.
Altered for Everything on Nauvis. Original by LordMiguel. Not maintained
Small changes concerning balance, gameplay, or graphics.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Shared chemical material and reaction prototypes for the GZ ecosystem. Defines saltpeter, sulfate waste, nitric acid, and the base nitric-acid production recipe while leaving campaign placement and downstream macerates to their owning mods.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Pipe infrastructure scaffold: reinforced, corrosive-resistant, and tungsten pipe families with separated normal, corrosive, and molten pipe networks.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Hyper-optimized QOL baseline for the modern engineer. Built on unencumbered, toxic-payload-free, high-performance MIT-licensed architecture.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Throwable water balloons that pop with a splash, extinguish nearby fire, weakly damage biters, and heal nearby players. Tee hee.
Mods introducing new content into the game.