This mod adds a new and better weapons with more realistic look, shooting and sounds. You can unlock them from the beginning and have already quite strong defense, so you don’t have to be afraid that the aliens will eat you. Please, check this website for new releases of the mod. Thank you for downloading this mod and don’t forget to give the monsters hell with our guns!
This mode balances game adding combat robots infinite livetime (999 999 999 s).
My first mod. Thx for downloading! JAK
To make collection of Alien Artifacts easier, this mod makes alien units randomly drop them upon death.
Are you tired of your 4 mk3 personal robo-ports making you run slow? Do you wish you could just plug your suit into the main factory grid so it can charge? Now you can! It should work in multiplayer, but I am unable to test it right now.
Suit Plugs now charge all batteries in the suit
Added an inexpensive plug that can contain no power.
Fixed crashing in multiplayer when a player dies.
Should now work with multiple persons per player, but only the active person
This Mod adds a new Technology Tree with 3 new Solar Panels which can be unlocked after Solar energy is researched.
Panel 1 Output: 300KW
Panel 2 Output: 800KW
Panel 3 Output: 2MW
Updated to Factorio 0.13
Fixed Panel 3 Output from GW to MW
Changed ingredients for first Solar Panel (lowered)
This mod depends on mojo-resource-processing. It makes use of the added ores and metal products. It changed a lot of recipes to use the new materials, but tries to stay true to the real vanilla experience.
The main component is the Super Assembling Machine. All new recipes can be made only there. S.A.M. has 8 module slots and up to 8 ingredients. It can process both solid and liquid ingredients. Furthermore, I've thought of the Sam-circuit. Each new recipe which is prepared in a SAM, needs this as a catalyst.
The main recipes for research and development have been implemented yet.
3. Party Mods are not supported yet, I have to adjust each recipe individually.
Only articles are made, which can be also provided in the normal Assembling Maschines. The chemical plant is not yet supported. However, this is still on my to-do list.
Caution in Version 0.2.1 you can not research logisti-robotics and S.A.M. at the same time. You must choose between this technologys.
Version 0.3.0 only for Factorio 0.13.X
added the Chemplant version of S.A.M.
Remove Decisione between S.A.M. and Logistic Robots.
Version 0.3.0 ist early Beta, please report any Bugs
Balances the left and the right side of a transport belt by taking items alternately left and right from the input belt. If one side is empty it will be skipped. Output goes the same: one left and one right, if one side is blocked it will be skipped.
-Splitter signals that it needs electricity but also works without it
-Transport belts are getting rendered above the splitter
Adds 1 new Transport Belt, 3 new Assembling Machine, 3 new Mining Drill, 3 new Electric Furnace. Factorio 0.13.1
Adds an item that can display numbers from the circuit network, with several formating options.
Adds a tiny time toolbar at the top of the UI, that displays a clock, allows to switch from night-and-day mode to continuous daylight and to tweak game speed. Also adds a Clock Combinator item to have access to time variables through the logistic network.
Fresh water anywhere. Now updated for Factorio 0.13
Eyes in the sky ! Monitor and pilot your factory with your smartphone. (or a way to have several cameras all around the map to give you alternate views and control on your factory)
Tools to speed your mining, and provide new resources.
This mod increases the size of all your bags (inventory, toolbelt, logistics slots, trash slots, robot storage...).
Now you can control alien brains ! And force them to fight for you ! Well at least some of them, and for a limited time...
Night is too dark for you ? Enforced personal lights, powerful balloon lights or a pair of natural tinted night glasses could be the solution !