Category: Gameplay

 

This mod adds the ability to buy and sell items in the game at market prices. You unlock the chest by researching market trading which comes after electronics.

This mod adds the ability to buy and sell items in the game at market prices. You unlock the chest by researching market trading which comes after electronics. This mod adds two items (shown below) the buying trading chest (top left), the selling trading chest (top right), the logistics buying trading chest (bottom left), and the logistics selling chest (bottom right).

Credit: coopmaster

Galactic Trade Mod
Galactic Trade Mod

Galactic Trade Mod1 Galactic Trade Mod2 Galactic Trade Mod3 Galactic Trade Mod4 Galactic Trade Mod5 Galactic Trade Mod6

Download:

http://github.com/matjojo/Equivalent-Exchange

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UBS adds a UI at the start of the game in which you can choose to look for not-connected slow-fast-express or all belts. UBS then will look for any disconnected belts from the type that you selected. UBS also looks for any placed underground belts. If after a while you have not yet placed a connection to that belt it will tell you where it is and where you are. then you can go and look for it.

Credit: matjojo

Underground Belt Spotter1

Underground Belt Spotter
Underground Belt Spotter

Download:

UBS_0.0.2.zip (207 downloads)
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-Adds a recycling plant that allows you to convert manufactured elements into their initial ingredients.

-Based on Justin Festa’s “Increments” mod, I have picked apart the recycling furnace he used and upgraded it drastically. His recycling plant didn’t add very many ingredients to the tear-down list, so I went through the game and added every single ingredient the 0.11.22 build uses (minus 2 or 3).

– Pre-requisites: Advanced Material Processing
– Research Ingredients: 80 x Science Packs 1, 2, and 3

-This mod works just fine with current 0.11.22 save games. If you find any items that were left out, please let me know. I spent the 6+ hours going through all of the recipe prototype files and adding them in, one by one, so there could be a chance that I left a file out on accident. If so, let me know here and I’ll be happy to update the mod.

Credit: noxwaste

Recycling Plant
Recycling Plant

Recycling Plant1 Recycling Plant2 jIGKaJl (1)

Download:

recyclingplant_1.0.0.zip (857 downloads)
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I presents you my second small mod for factorio.
This mod add 0 to 6 buttons which control game speed.
When we chose speed, this button text color is change to red, others to white.
When we load game this mod detects actual game speed and change specific button text color to red if game speed is different than buttons speed all buttons text color is change to yellow and we get prompt on console.
There is a menu in which you can disable or enable buttons, change it’s label and game speed.
To open this menu simply move mouse to left up corner and wait 5-10 seconds, and it will appear. Menu show only when buttons are displayed.

Credit: Darius456

TimeButtons
TimeButtons

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Download:

TimeButtons-v0.2.1.zip (1141 downloads)
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-Another quickie. Thrown together pretty quickly (and a little sloppily) at the request of a streamer.

-Adds five levels of “Faster crafting” tech, each adding to manual craft speed (for a maximum of 3x speed).

  • Faster crafting 1 (120% speed): Requires Toolbelt, Automation, and Lab efficiency 1
    30 seconds. 1 red, 1 green; x100
  • Faster crafting 2 (150% speed): Requires Automation 2 and Lab efficiency 2
    45 seconds. 2 red, 1 green; x150
  • Faster crafting 3 (190% speed): Requires Automation 3 and Lab efficiency 3
    60 seconds. 3 red, 2 green, 1 blue; x200
  • Faster crafting 4 (240% speed): Requires Power armor and Lab efficiency 4
    75 seconds. 4 red, 3 green, 2 blue, 1 alien; x250
  • Faster crafting 5 (300% speed): Requires Power armor 2
    90 seconds. 5 red, 3 green, 2 blue, 1 alien; x50o

Credit:Schmendrick

Craft Faster
Craft Faster

Download:

Craft-Faster.jpg (755 downloads)
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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.

Credit:BOFan80

S.A.M.
S.A.M.

S.A.M.1 S.A.M.2 S.A.M.3 S.A.M.4

Download:

Super_assembling_machine_0.2.1.zip (409 downloads)
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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.

Credit: sparr

Belt Overflow
Belt Overflow

Belt Overflow1

Download:

belt-overflow_0.12.1.zip (159 downloads)
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The mod adds canisters – small liquid containers (1/50 of a barrel) for almost every liquid in the game. The point is I dont like pipes running near my assembly lines, so I decided to do crafting wihout them. Even though you could transport liquids around on belts with firegrenade’s Fluid Barrel, the canisters are a bit different. You can craft items directly using canister with liquid inside, instead of emptying the barrel into pipe system and then crafting. Unfortunately the canister – unlike barrel – is lost in the process (but its still cheap).

Credit: Chester

Canister Mod
Canister Mod

Download:

canister_0.1.1.zip (189 downloads)
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