valertron

These days I’m a professional C# Software Developer with experience in backend systems and distributed services.

In the past, I developed several Flash-based physics puzzle games and always enjoyed experimenting with new gameplay mechanics and creative visuals.

My background in physics and passion for simulation inspire my modding projects

Mods by valertron

Dynamic Rain


Adds rain cycles to multiple planets, with thunder, fire suppression, pollution cleanup and Fulgora-style lightning

Tweaks
4 days ago
2.0 - 2.1
4.67K
Environment

Water is not infinite


Makes water a finite resource. Uses a depth map: each water tile has a depth based on its type. Pumps drain lakes; depleted tiles become land. Refill with outfall pipes and rain

Tweaks
a month ago
2.0 - 2.1
1.71K
Environment Fluids Power

Area Heating Tower


A massive burner tower heats up to a 97x97-tile area and 137x137 with overdrive mode. Keep your Aquilo factory warm without weaving heat pipes between buildings. Research available after discovering Aquilo.

Content
10 days ago
2.0 - 2.1
1.14K
Factorio: Space Age Icon Space Age Mod
Power Cheats

Winter is Coming


Not just a visual winter, and not a Aquilo-style freeze - dynamic seasons come to Nauvis with moving snow and thaw fronts, freezing lakes, increased factory energy consumption, heating, and mineable ice

Content
2 days ago
2.0 - 2.1
522
Environment Mining Power

Fluid Heat Dissipation


Your steam won’t stay hot forever. Every pipe segment, tank or underground line drains heat - and once the steam cools to 100°C, your generators shut down. Build smarter, route tighter, or watch your entire power grid collapse

Tweaks
2 months ago
2.0 - 2.1
230
Fluids Power Storage

Longer underground pipes (with the price multiplier option)


This adds a longer underground pipe. Also adds settings to adjust the price multiplier of the longer underground pipe.

Tweaks
10 months ago
2.0
230
Fluids Manufacturing

No Solid Fuel Vehicles


Replaces solid vehicle fuels with liquid fuel barrels for cars, tanks, hovercrafts, ironclads, and Cargo Ships vessels. Allowed fuels are configurable per vehicle family. Light oil (diesel), petroleum gas, heavy oil, or rocket fuel are acceptable

Tweaks
a month ago
2.0 - 2.1
198
Transportation

Radiation Damage


Simply adds radiation damage from uranium items and ore patches. Also, the reactor explodes when it reaches 1000 degrees (optional)

Tweaks
2 months ago
2.0 - 2.1
164
Environment

Electric Powered Belts Fixed


Belts now need power. All of them. Including all the modded ones. Fork of the ElectricPoweredBelts mod by Chneater to fix a crash that occurred when a vehicle collided with an unpowered belt.

Tweaks
1 year, 3 months ago
2.0
161
Logistics Power

Wind Turbines mk1 only


Animated wind turbines that turn into with the wind direction. Limited to MK1 only

Content
2 months ago
2.0 - 2.1
144
Power

Configurable Fuel Categories


Configure which fuels each burner consumer can use through startup settings

Tweaks
a month ago
2.0 - 2.1
120

Radar-Dependent Map View


Stay within Radar range to use the map (remote view) and receive alerts. Optional restrictions for the minimap, player marker, pins and tags, map pings, and alert sounds. GPS not included

Tweaks
a month ago
2.0 - 2.1
86

Spoilage Combinator


Outputs the remaining spoil time of items in connected chests and transport belts as circuit network signals, in ticks

Tweaks
a month ago
2.0 - 2.1
81
Factorio: Space Age Icon Space Age Mod
Circuit network

Barrel Recipes 2.0


Adds barreled fluid alternatives to recipes, encouraging barrel usage

Tweaks
10 months ago
2.0
73
Fluids Manufacturing

Water is not infinite - DEMO deprecated


This scenario is a test playground for the Water Is Not Infinite mod. It is designed to demonstrate how finite water sources behave in the game. Lakes can be drained using pumps, and once a lake is depleted, the water tiles turn into land

Scenarios
1 year, 3 months ago
2.0
40
Environment Fluids

RP Rebalanced Technology Costs deprecated


Algorithmically changes the costs of technologies and increases your usage of basic science packs when researching advanced techs. Both features are optional and have several algorithms to choose from. See the mod portal for details, examples, and graphs.

Content
10 months ago
2.0
7