My first mod. Thx for downloading! JAK
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.
u can insert the productivity module in the module station for example
item costs vor advanced circuit and prossesing unit are reduced
THIS MOD IS NOT YET FINISHED !!!!!!!!!!!!
any suggestions, ideas or wishes?
pls leave a comment below
this is my first mod pls dont hate me for some mistakes
have fun with it :)
This mod adds two new metals (lead and gold) and several new fluids (nitrogen, oxygen, and argon, all derived from compressed air, as well as nitric acid). It also adds a process to double your ore production, though at a steep cost in complexity and energy.
This mod adds a recipe for crafting alien artifacts from a new resource, rare earth. It is intended to allow production of science packs for players who want to play peacefully.
Rare earth is processed in a chemical plant (with copper and sulfuric acid) to make superconductors, which are crafted into superconducting wire, which is combined with processing units to craft alien artifacts.
A mod i am currently working on. Adds the means to plant stuff, harvest it, make food out of it and do new science with. If general interest exists, ill start a forum thread and keep it updated on the process.
This mod can be used as a simple alternative to marathon mod. It increases science costs significantly (4x to 9x depending on tier and config) - you need bigger factory to feed your science labs. Science also now has its own dedicated production lines and intermediate products. No more making science packs from conveyor belts and inserters!
Left- and right-handed versions of each type of inserter in the base game. Sided versions are crafted from the regular versions.
- long reach
- increased some stack sizes
- tech robot speed
- tech robot cargo size
- tech laser turret damage
- tech laser turret speed
- tech lab research speed
- when an enemy dies there is a chance it drops (an) alien artifact(s)
- (un)barrel every fluid and gas
- infinite health
- faster movement
- less dark
- bigger inventory: 160
- default mining speed is slightly increased
-- every new player gets 1 power box (13GW), not craftable.
- faster inserter
- faster smart inserter
- better roboport: more range, more recharge power, more recharge slots
- parquet flooring: slows down movement speed by 30% (handy when using alot of speed boots while walking your factory)
- pollution generator
- speedboots: 5 x exo cost and spec
- reactor: 10 x cost and spec
- personal roboport: 5 x cost and spec
- stronger laser turret: 2 x range, 2 x base damage, 1/2 cooldown
- faster train
- all/most factories have improved versions: M1 -> M5
The story of Factorio tells, that the character has to prepare an alien planet for the colonists. But how many planets are Earth-like and at the same time have a human-friendly atmosphere? So this planet has maybe a poisonous atmosphere and we need oxygen to survive.
The mod adds oxygen, oxygen bottles and other stuff to control your oxygen content.
Lets you queue up your research.
(not my work, just submitted it here. all credit goes to MrDoomah on the forum.)
For the alternate production of hot fluids for use in steam engines, an exiting new product has been rushed onto the market, engineered to the highest degree of minimum safety requirements and with an innovative 'corner cutting' smooth design, the Klonan-Korporation is proud to introduce the Oil Steam Boiler!
Adds a sensor for pollution in the chunk for hooking it up into the circuit network
Do you rely on ghost (blueprint) placement to help you plan your factory, and are tired of waiting until you've researched all the way down to Automated Construction? Ghosts From the Start starts you out with 1 minute of ghost lifetime (extendable to the normal 5 minutes after you've researched Automated Construction).
This mod will provide 48-slot chests that will 'connect' with their direct neighbours and balance ("equalize") the contents of these chests.
Have an outer outpost that needs some types of items every now and then?
No problem just create a pneumatic network to there and have it find the logistic requester chests at the outpost, if it sees an item missing it will automatically request those items from the logistic network the supplying chest is in. Then very quickly it will send the items to the outpost!
PocketBots will give you access to a new armor module, PocketBots. This module acts just like a portable roboport.
This mod changes the prerequisites for the portable fusion generator. The goal is, to make become fusion much harder, making it more realistic.
Pesky inserters loading your trains too slowly? Not enough storage space? AeroTech Storage brings you crates! After doing the requisite research, crates can be loaded and unloaded in assembling machines. Simply set the recipe and supply the machine with a wooden chest and a stack of the item and it will be loaded into the crate. Items that can be loaded into crates currently include wood, ores, and plates.