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Dive into the uncharted waters of Maraxsis, a world where the sea covers everything. Utilize submarines to explore, craft advanced fluids inside the hydro plant, build pressure domes, and master the challenges of deep-sea logistics. MIGRATION: This mod has changed significantly in the update from 2.0 to 2.1. Old saves will need cleanup unless you use Maraxsis Classic
Mods introducing new content into the game.
Exposes circuit-network signals to OPC UA clients through the factorio-opcua bridge (RCON).
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds 8 (15 counting variations) new turrets for dealing with alien menace, as well as other military-related items. Good compliment to mods that add new biter types, like Rampant or Natural Evolution.
Mods introducing new content into the game.
Adds the Polylanium-44 item, which can only be crafted in assembling machines.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Larger inventory. Faster robots. Starting Armor / Equipment / Construction Bots. Robot speed multipliers, inventory size, and robot starting count can be configured in the Mod Settings.
Mods introducing new content into the game.
Productivity for intermediates, science packs, final products, spoilage rate, and modded recipes. Bonuses for player stats, robot specs, weapon speed, stack size, cargo landing pads, and more... Override game limits on productivity, efficiency, speed, quality, and recycling. Settings to disable, limit, and rebalance each added research. Designed for vanilla, Space Age, and overhaul mods.
Small changes concerning balance, gameplay, or graphics.
Gizmod-family compatibility and tweaks mod. Contains: Tiny cargo ships, Extended Agriculture, Fuel Barrels, Cranes, Quality Agriculture, Mythical Quality, Extended Quality, Barreling Machine, Acid Weapons, Honeypot, Personal Launcher Equipment, Wooden Platform, Bioflux Autofeed, Burner Seafloor Drill, starter bots, Early Mech Armor and Copper Bots (early bot tech), extended multiplier options for science
Mods introducing new content into the game.
Progressively increases difficulty by increasing science cost each time a technology is unlocked. Multiple settings to control which technologies affect the cost curve by how much. Allows science multipliers exceeding 1000x.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds a railway motor car as an equipment to ride the railway without placing a locomotive manually.
Mods introducing new content into the game.
[In development] All features are already available in AutoDrive Fixed https://mods.factorio.com/mod/autodrive-fixed Automatic ammo reloading, engine refueling, and drone logistics for vehicles.
Mods introducing new content into the game.
[In development] All features are already available in AutoDrive Fixed https://mods.factorio.com/mod/autodrive-fixed Equipment grid module that automatically destroys trees and rocks ahead of the vehicle using laser defense modules.
Mods introducing new content into the game.
Buried fiber networks, 32-tile powered relays, Data Centers, Infrastructure Science, and electrified factory flooring. Autonomous personal vehicles for multiplayer road networks.
Mods introducing new content into the game.
[In development] All features are already available in AutoDrive Fixed https://mods.factorio.com/mod/autodrive-fixed Autonomous vehicle equipment grid repair modules for cars, tanks, and spidertrons.
Mods introducing new content into the game.
[In development] All features are already available in AutoDrive Fixed https://mods.factorio.com/mod/autodrive-fixed Autonomous vehicle targeting, gun priority control, auto-shooting, and weapon switching.
Mods introducing new content into the game.