maxikaaz

Mods by maxikaaz

Cargo ships rescale


Scales cargo ships so their carry : weight ratio is simmilar to trains (it should be even better, as ships are more efficient, but let it be at least equal)

1 year, 6 months ago
1.1
1499

New force per player


This mod creates new force for each player. Those forces are enemies (you can use diplomacy mod), but they can share vision despite being enemies (check out settings->mod settings->per player) now finally radars don't always share vision. Every player has option to flip setting, so that his radars share/don't share vision. If you want also to have shared chat between all forces, I might recommend you always-shout mod ( https://mods.factorio.com/mod/always-shout )

8 months ago
1.1
1127

Factorio World Multiplayer


I modified Factorio World mod so that it has some spawns to choose from (each player can choose spawn once when already in game) biters get significantly reduced depending on evolution, so that playing far from world spawn doesn't feel much harder than playing near world spawn. each spawn recieves some starting ores. This mod is based on Factorio World mod (by The Oddler), and is using some TeamCoop functions too. Shout out to those creators :)

7 months ago
1.1
956

Spawn Control with cooldown


Each player have button to set spawn point. In map settings, you can set spawn select cooldown time. There's also random spawn and unstuck buttons. In map settings you can disable each of these 2 buttons. Mod that I based upon was 'Spawn Control', Orginal mod page : https://mods.factorio.com/mod/SpawnControl

11 months ago
1.1
889

Plastics


This mod adds few recipes that are using plastics. Plastic in game has almost no uses, while IRL it has a lot of uses. This mod tries to replace some of your factory iron and copper usage with plastic and sulfuric acid usage, so oil becomes more valuable.

7 months ago
1.1
412

Killing biters gives Military Science [for v.1.1]


Killing biters gives Military Science

7 months ago
1.1
308

Spy mod


Spy mod was created for multiplayer use with multiple forces. It boosts technologies of all forces (even those who are yet to be created*),when one of forces finish research. The purpose of this is to work with "every player in his own force" scenarios - so that players won't lag so far behind others in tech for long and hopefully won't get overrun by biters. Once one player will make technological breakthrough -> rest have easier path to follow.

1 year, 6 months ago
1.1
256

Remove locomotive


Intended to use with YI_railway

1 year, 5 months ago
1.1
175

Project : Train Realism


alpha-stage mod! Many features are yet missing. Still I believe it is as good or better than many other similar mods, that I know about. This mod aims for trains to become realistic. warning ! settings from 0.0.2 will not work with 0.0.3 . Be sure to look at their descriptions and put them into their default values for playable results. Sorry for my incompetence, but I'm not yet keen to learn how to use migrations to change things like theese behind sceenes.

1 year, 10 days ago
1.1
172

Weapon tweaks PvP (alpha, not working too well) deprecated


Tried to balance PvP so that you can leave your base on hostile world for long time (and go sleep perhaps).

1 year, 6 months ago
1.1
195

noTeamCoop deprecated


For now mod is in terrible state as it was hastely assembled - please do not use it.

1 year, 6 months ago
1.1
25