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
Fresh water anywhere. Now updated for Factorio 0.13
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.
This mod increases the size of all your bags (inventory, toolbelt, logistics slots, trash slots, robot storage...).
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)
Night is too dark for you ? Enforced personal lights, powerful balloon lights or a pair of natural tinted night glasses could be the solution !
Lets you craft a Personal Teleporter Equipment that goes into your Power Armor and allows you to Teleport around your base where you have put Teleporter Beacons. Take a look at the screen shots.
Define a challenge on a chosen map and try to complete it as fast as you can, or in a limited time. Publish it on the factorio forum (section Maps and Scenarios) to challenge other players, and see if someone can beat your personal record... ;)
This mod causes full belts to overflow at the end.
If you think factory planning is too easy because you can let belts fill up as buffers, this mod is for you. Belts that fill up at the end will overflow onto the ground, making a mess and wasting your time and/or resources. It gets worse when the overflow starts to spill onto neighboring belts, ruining your production flow.
Are you tired of having useless burner mining drills and furnaces lying around? Ever wanted to repurpose them? Now you can with Upgrade!
A simple little script mod that adds recipes to create more advanced entities using precursor technology entities, similar to how inserters and assembling machines work. This mod can be used on loaded saves as well.
Add a new scenario called Easy Free Game, which is the combination of traditional free game and sandbox mode.
It is a free game with a good start. Potentially with a bunch of items and all tech researched.
Forces & players management interface for multiplayer gaming and PvP.
Have you ever faced a problem when trying to drive exactly along a road, coastline or railroad, that car moves a tiny bit off to side? Then this mod helps.
This mod makes car smoothly snap into 16 angles when player has not turned for a few ticks. Initially i tested with snapping only the 8 diagonal angles, but in practise it was destructive when driving in tight base corridors. 16 angles just felt better to me. This mod should have almost 0 impact to performance.
Car and tank are supported so far, snaps when driving forward.
Multiplies the production of rails by 5 and concrete by 10.
Lets you keep your inventory on death in multiplayer games. However to balance things, you lose items in your quickbar and guns. (I might add option to select which to keep)
Code is BETA, I did not try to do anything unexpected. I only tested normal gameplay with 3 people. If you can find bugs, post them in the forums or on github.
- Adds a toggle for peaceful mode (enemies dont attack)
- Also allows you to create 4x4 patches of resources.
- Can delete patches around player to clean up an area quickly
- Can be minimized to a small 16x16 icon on LEFT side of screen
- Support for 3rd party resource mods (at the very least BOBS)
github repo includes screenshots and video.
This is the foundation mod of the Bob's mods series. The primary purpose is to add a relatively realistic method of refining the new ores found in the Bob's mods - ores. To do this it adds several additional chemicals, intermediates, and machines.
Bob's mods - Library is required to run this mod.
Better Beacon, smaller so better placable in alembly line, biger area of effect, more modul slot more efficient.
Use if want if not do not critic.
Most production buildings can be built only on pre-generated stone platforms.
Entities related to mining and transportation are not affected (incomplete list: conveyors, inserters, chests, poles, pipes, rails, miners and defences)
Should work properly with mods that add new stuff
Note: You have to generate a new map.