This mod adds a new and better weapons with more realisitic look, shooting and sounds. You can unlock them from the beginning and then you have 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!
Adds catastrophic events and other disasters to the game.
– If you want to trigger one event manually (for testing purpose or for fun), you can type in the console : /c remote.call( “armageddon“, “invasion” ) or /c remote.call( “armageddon“, “biterzilla” ) and look on the map where the alarm rings
– You can also use /c remote.call( “armageddon“, “on” ) and /c remote.call( “armageddon“, “off” ) if you want to temporarly enable/disable the mod (for example if you want to let your factory running alone for one night, you’d better disable disasters).
– You can use /c remote.call( “armageddon“, “reset” ) to reset the counters and kill biterzillas.
For those who like to explore far from their base and to cook tons of fresh alien-burgers… this mod adds a ferrari-red 😉 boosted customisable version of the vanilla Tank, with boosted ammos. You can eventually edit the config.lua file to freely customize your SuperTank with 3 self-explanatory cursors : one for life and resistances, one for mechanics (speed/braking), one for ammos (damage/range/reload time). Note that when these factors are set to 1, nothing changes from the original tank. When they are very high, the tank caracteristic tend to be perfect/immune/100%. So choose your own balancing between reason and overpower ! 😎
You’ll have to research a new technology “SuperTanks”, available if you already have “Tanks”.
It gives you 3 new recipes : one for the SuperTank, and two for ammos (shells and bullets).
I find this SuperTank very useful to extend my base in late stages of the game.
I and my friend Mat5i6 have decided to create our very first mod, which we hope you’ll find at least a bit useful.
This mod brings you a completely new type of wall, an electric wall, which causes a fixed amount of damage on touch. It doesn’t require any energy for now, but the necessity of an energy supply is definitely going to be added in future releases.
During the development, we’ve been trying to find a balance between resources consumed for the purposes of building and the strength or the total effect of the wall. We believe we’ve found it, but we can’t be sure until the whole thing gets into the massive production.
If you have any questions regarding this mod, please, let us know. You can also write a reply in czech language if you want. The more people will like this mod, the more we will work on improving it.
This is a mod I’ve wanted to make for a while. I love over-building and there isn’t much in Factorio to dump tons of excess energy into. Force Fields aims to change that. Make no mistakes, the force fields are powerful but power hungry – don’t let them run out of energy or it all comes crumbling down 🙂
As always, if you have any comments or find any bugs with it just let me know.
Each tier of replication unlocks new recipes, and replicates faster. Replication takes nothing but power- but a LOT of it. The higher tier replicators are much less efficient than the lower, in exchange for the speed. The original goal of this mod was to make power management a little more gamey. You will HAVE to use higher-tier solar panels and accumulators to keep up- vanilla power supplies won’t be enough.
You start with wood, stone, iron ore, and copper ore recipes, but all other recipes have to be researched. Replication can provide everything necessary through end-game, including batteries, lubricant, and alien artifacts. There’s a speed penalty for complex items that means that it’s basically always most efficient to produce lower tier items and assemble them yourself, but as you build power infrastructure and defenses to manage the pollution, you can ramp up production dramatically.
Replicators have no module slots, but can be affected by beacons, green beacons, and expansion bays. Boosting the speed of a lower tier is more efficient than building the next higher, but won’t increase the speed by as much unless you stack a TON.
Replication tiers and recipes are researched in the Replication Lab, and use the rare earth materials instead of science packs.
Rare Earth is infinite, but slows down very quickly. It’s intended that you’ll need to expand to acquire more fields as you continue, because the higher tier recipes and buildings take a lot of it. This is the most untested part of the balance, but I’ve been playing on medium without TOO much trouble. Might be too easy, might be too hard. Feedback appreciated!
So that you can jump right in, skipping the burner/electric phase, you start with a single replicator, a small electric furnace, 10 solar panels and accumulators, and some small poles. You still get the normal stuff, so if you’re playing with normal resources on, that’s still available to you. Up to you.
Ion Conduits can be turned to Carbon Entanglers, which reduce pollution and can be used in the green beacon. (It’ll take a lot to reduce the pollution to low levels, but the mid-game pollution is HIGH without it.)
The grenades are largely a joke, very expensive and probably too strong. The ion turrets are similarly OP, because I couldn’t find another way to deal with big spitters, which you get pretty quick because of the pollution.
There’s some junk files in the zip, but if you want to try your hand at rebalancing, check the tops of replication.lua and replicators.lua. Most of the recipes/tech are procedurally generated using variables and functions at the top, so you can quickly tweak values across all the recipes.
Lastly, all the new items appear in the item menu under a new tab, but aren’t sorted in the inventory very well.