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Adds many alternative recipes mostly based on the foundry, but also for the EM plant. Enables many recipes to be crafted in the foundry and EM plant if fitting.
Mods introducing new content into the game.
This mod adds base game science pack recipes from Nauvis like military science to the non-Nauvis buildings like the foundry. This is the more compatible version of [OCs Alt Sciences]
Mods introducing new content into the game.
This mod adds the alternative science pack production with research and optional productivity techs. Did you ever wanted to cast military science packs? Now you can! Profit from the built-in productivity of the non-Nauvis buildings for your science production.
Mods introducing new content into the game.
This mod adds recipes to the foundry that uses lava for stone related products. You can optionally melting stone back to lava.
Mods introducing new content into the game.
Use molten metals to cast various types of ammunition, craft bio-explosives in the biochamber and some things in the electromagnetic plant. Introduces tungsten ammunition with a bonus range. Five types of armour plating in three tiers. Stronger artillery shells. And more!
Mods introducing new content into the game.
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
Mods introducing new content into the game.
Remembers in each save which mods ran as your patched builds. When an update replaces one of them, it pauses the game after loading and asks whether to keep the new version or go back to your patch.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mod adding new custom planet called Termoxtreme. Termoxtreme is dangerous planet, where even the smallest mistake can destroy your factory. You need to harness the heat in order to survive, but it isn't without risk. One missing heat accumulator and your factory can melt down to nothing.
Mods introducing new content into the game.
⛏️ Dig, explore, loot, and survive in a vast underground world. Discover hidden treasures, special caverns, dangerous enemies, and depth-based progression from Easy to Nightmare. Experience reworked digging, balanced ore and oil progression, 8-level resource scaling, optional challenge modes, Train Interiors, research upgrades, and a balanced coin market. Enter the optional Dark Zones, where you have only 30 seconds to place lights before the darkness becomes dangerous.
Mods introducing new content into the game.
Long storage containers that sit alongside train wagons and can be linked into one shared inventory.
Mods introducing new content into the game.
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 version 1.33.0!
Mods introducing new content into the game.
Adds compact 2x2 copies of the Pyanodons Construction Zone Extenders (MK01-MK04). They upgrade in place into each other, have a small logistic radius, a large construction radius, and multiple fast charging slots so robots can recharge across a large base. Also includes 4 tiers of Drone recharging.
Small changes concerning balance, gameplay, or graphics.
Fill the gap between gun turrets and lasers with this powerful sniper turret — now with high-damage physical ammunition!
Mods introducing new content into the game.
Spatial Aeon-Level Expenditure technologies for the base game. Provides infinite research at the same lower cost as in the DLC. Adds steel productivity. Optionally matches other changes to base game technology cost.
Small changes concerning balance, gameplay, or graphics.
Autopilot for the trucks of Heavy Trucks (Vanilla+): they drive themselves between truck stops following a schedule, like trains.
Mods introducing new content into the game.
Plan container contents and generate blueprints with item insertion requests.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
An overhaul for corrundum to integrate more of the existing processes with other planets.
Mods introducing new content into the game.
Tests a belt router or balancer on real belts. Hold its blueprint and press Ctrl+T: it builds copies on a separate test surface, runs every combination of supplied inputs and free outputs, and reports which cases fall short, plus balance. Results are also written as CSV.
Mods introducing new content into the game.
Mods introducing new content into the game.
Nauvis was never empty. There are no labs - research happens in the town halls of its people. Find their towns, become their partner and supply them with science packs, goods, fluids and power. Towns grow through five eras, specialize in basic materials (productivity bonus), clean the air and survive biter attacks as ruins. Compatible with overhaul mods.
Mods introducing new content into the game.