A Wall equipped with an accumulator. Wall with accumulator storing power (1 MJ). More settings to customize your wall and store more energy.
# Water Belts Simply allows belts to be placed on water. Additional settings to allow electric poles, pipes, rails, roboports, radars, inserters and turrets too.
Adds three new tiers of faster Locomotives, bigger Cargo-Wagons and more capable Fluid-Wagons. They also stack to 20 and 50 in your inventory.
Choose which science packs will be needed to research technologies. The cost of science packs not used will be evenly distributed among the remaining one(s), other game mechanics remain untouched. This mods opens new ways of designing your base, wether you'd like to build a mega base and research infinite tech without the need to build all the science or complete giant overhaul mod packs skipping some science packs.
Gives you some options for some alternative starts, please use Mod Settings to select which one you want otherwise you will default to base game start. Update from Alternative Start by Vas
Adds recipes to trade resource and materials for coins and buy back what you need
This mod allows player and biters to walk on water, and or biter bases to spawn on water too. Settings are available to enable/disable players, biters and bases being able to walk on water. Combo with Water Belts mod to place some entities on water too.
Computes total amount of raw resources needed to craft any item. Raw Calculator will find the shortest path (lowest cost) to craft any item. Intended use for mod developers, does not affect the game.
Adds intermediate products to modules in order to productivity them.