A large train foundry building that assembles complete trains from blueprint templates: import a train blueprint, queue it, feed the parts with inserters, and watch the finished train fuel up and drive off onto your rail network on its own.
Mods introducing new content into the game.
A train-stop combinator that validates each train's dedicated buffer individually, instead of pooling all station storage together. One main unit wires to the station; empty 'buffer probe' shells each wire to a single train slot's chests. The main reads every probe's network independently and calls a train only when that slot's buffer is actually ready. Inspired by Simple Train Combinator by Odja_Anarchist.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A large train foundry that assembles complete trains from Smart Train Combinator models: pick a train shape, choose its resource, and the finished train fuels up and drives off onto your rail network on its own. Requires Smart Train Combinator.
Mods introducing new content into the game.
Ever wondered how many assemblers a single belt can feed? Open the machine, press Alt+N, and read the answer for every belt tier. Reads the live entity, so modules, beacons, quality and productivity are already accounted for. Per-ingredient lane and stacking controls, and every modded belt tier is discovered automatically.
Mods introducing new content into the game.
Mods introducing new content into the game.
Extends the original crash-site spaceship and its wreckage with expanded storage and circuit-network support.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Gathers the signage plates (Text Plates, Display Plates, ...) into a dedicated crafting tab instead of the bottom of Logistics. Which subgroups and items land in the tab is driven by startup settings, so other mods' plates can be added from the mod settings menu -- no Lua to edit. Item groups only exist at load time, so the change applies on the next prototype reload, not mid-save.
Mods introducing new content into the game.
Create rectangular areas whose entities cannot be accidentally mined, deconstructed, upgraded, rotated, or fast-replaced by players.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.