Overrides infinite-quality-tiers colors with a temperature-style gradient (blue→teal→green→yellow→red).
Mods introducing new content into the game.
Public-domain (CC0) building graphics for modders, made to fit the vanilla Factorio art style: 76 animated buildings in 26 families, most in three tiers - generators, turbines, boilers, beacons, crafters, furnaces, kilns, mining drills, tanks, pumps, labs, accumulators, roboports, radars and inserters, plus eight exotic endgame machines (hypercube compressor, singularity press, gimbal stabilizer, fusion torus, matter printer, rift drill, orbital receiver, neural vat). Animated base, glow, shadow, recipe/resource-tint and Space Age frozen layers, multiple directions, plus a small Lua library to use them from your own mod. Optional showcase machines (startup setting, off by default). License: CC0 1.0 Universal (public domain dedication). Use, modify and redistribute the graphics and code for any purpose, commercial or not, with no attribution required. All graphical design done by Claude Opus 5.5 (Anthropic's AI model), directed by trentmkelly.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Data centers that simulate science packs from electricity alone. Three tiers, a silicon -> wafer -> GPU production chain, pack costs scaled from the real raw-material cost of each pack, Space Age and modded planet packs (locked to their home planet unless you say otherwise), and every cost configurable. Inspired by Durikkan's Data Center Science.
Mods introducing new content into the game.
Inspired by the classic Minecraft mod NuclearCraft: process uranium and thorium through a long chain of fission fuels, isotopes and reprocessing, all the way to californium and radioisotope thermoelectric generators.
Mods introducing new content into the game.