This mod makes landmine explosions dangerous to everyone! The 250 area damage hits all entities within a configurable AoE (default: 2 tiles), including players, with chain explosions possible. Toggle player damage (default: on) and stun effect (default: off) to customize the chaos.
Small changes concerning balance, gameplay, or graphics.
Adds Heat-resistant Pipes for transporting molten liquids. Pumps cannot be connected, enforcing a smaller network size limit (default: 32 segments). Includes settings for maximum network size (1-320) and whether players can walk through pipes (default: blocked). Licensed under MIT.
Mods introducing new content into the game.
Limits the number of cargo bays per landing pad or space platform with expandable limits via research.
Small changes concerning balance, gameplay, or graphics.
Replaces nightvision with a halo light effect around the character, with customizable color, intensity, and scale. Adds Nightvision MK2 and MK3 for progression throughout the base game and space age.
Small changes concerning balance, gameplay, or graphics.
Makes the recycling technology in Factorio Space Age researchable with Quality 1, Concrete, and Processing Units as prerequisites.
Small changes concerning balance, gameplay, or graphics.
Adds a greenhouse for Nauvis to produce quality wood using tree seeds, water, landfill, and sulfur.
Small changes concerning balance, gameplay, or graphics.
Adds shotgun shells fused with U-238, update for 2.0 by NOiZE, orginal mod by Rhaane
Mods introducing new content into the game.
Adds liquid rocket fuel and corresponding rocket part recipes for rocket silos, compatible with external-rocket-parts and RocketFuelSteel.
Mods introducing new content into the game.
Changes coal deposits on Vulcanus to lighter textures for better visibility, leaving other planets unchanged. Adds three new textures (ash-coal, red-glow-low-coal, red-glow-intense-coal) with ash-coal as default. Forked from 'I see coal' by Lasciva_Engineer.
Small changes concerning balance, gameplay, or graphics.
Reduces speed of all machines so that you have to build more of them. Should be compatible with most mods.
Mods introducing new content into the game.
A rebalance for Atan's Nuclear Science mod that adjusts the nuclear science pack recipe, atom forge recipe, and related technology costs.
Mods introducing new content into the game.
Compress science packs into heavy barrels (100 packs per barrel). Launch up to 50 barrels per rocket (5,000 science) without using more cargo stacks. Auto-supports modded science packs. Works great with 'Tintable Centrifuges' mod for colored centrifuge effects!
Mods introducing new content into the game.
Removes surface crafting conditions for recipes of placeable entities (e.g., buildings, belts), while preserving them for intermediates and rocket parts.
Small changes concerning balance, gameplay, or graphics.
Adds 1 steel to all recipes that produce rocket fuel, reflecting the steel in the icon!
Small changes concerning balance, gameplay, or graphics.
Increases recipe costs by 3x for buildings with a collision box area >= 2 tiles or in whitelist (laser-turret, steel-furnace). Reduces stack sizes to {1, 5, 10, 20, 50} and increases weights for rocket capacities to {1, 2, 5, 10, 20, 50, 100, 200} based on building size. Includes overrides for rocket-silo (always too heavy for a rocket), nuclear-reactor (Stack Size = 1, Weight = 1000 kg) and crusher (Stack Size = 10, Weight = 200 kg). Exempts rail-support by default.
Small changes concerning balance, gameplay, or graphics.
Dropping cargo from space to planets now require Cargo Pods which can be assembled, repaired and reused. Also your rocket will need a cargo pod.
Mods introducing new content into the game.
Adds compatibility between Gleba Lab and Nuclear Science mods by allowing the Gleba Lab to accept nuclear science packs.
Small changes concerning balance, gameplay, or graphics.
Adds recipes to derust iron items using sulfuric acid and water.
Small changes concerning balance, gameplay, or graphics.