Simple mod which allows research of logistics network using rocket science, however logistics is expensive and requires 10k of each science
Mods introducing new content into the game.
Anti-materiel Rifle from Krastorio 2. A slow-firing, high-damage rifle that has an extended range.
Mods introducing new content into the game.
Add two powerfull stacked inserters to the game. Based on K2 Superior Inserters.
Mods introducing new content into the game.
Adds synthetic bioflux production from petroleum. Synthetic bioflux never spoils and can be converted to regular bioflux when needed.
Small changes concerning balance, gameplay, or graphics.
Enables alternate ways of getting promethium, or just removes it outright. Highly customisable!
Small changes concerning balance, gameplay, or graphics.
Spawns Gleba's Enemies onto Nauvis, rewriting their behavior to attack your factory based on pollution, just like biters.
Mods introducing new content into the game.
Mods introducing new content into the game.
Simplifies early game on gleba by introducing slower biochamber which do not require nutrients to run
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Makes UMR Quantum teleporter stronger ergosphere 10 available early and turns it into an infinite, non-scaling research.
Small changes concerning balance, gameplay, or graphics.
Makes Space Exploration spaceship integrity level 5 available from the start and changes it and its infinite continuation to a cheap fixed-cost research.
Small changes concerning balance, gameplay, or graphics.
Adds Space Exploration delivery-cannon packing recipes for item prototypes that SE does not register itself. Includes Factorio 2.1 icon_size compatibility for legacy Bob's Logistics icons.
Small changes concerning balance, gameplay, or graphics.
Allows productivity modules in Space Exploration machines!
Small changes concerning balance, gameplay, or graphics.
Scales the alt-mode icon on top of space manufactory and other large buildings.
Small changes concerning balance, gameplay, or graphics.
Requires the standalone mods for some of the space age content and integrates them into space exploration: Stack inserters, turbo belts, foundry, cryogenic plant, and electromagnetic plant. The only major change for space exploration is the requirement of cryogenic plant to start cryonite processing planetside.
Mods introducing new content into the game.
Allows productivity and quality modules to be used beacons. Very questionable balance.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.