Nanobots: Early Bots
Early ghost building robots
Increases the resource costs of most recipes causing a marathon game. The will require the players to scale a larger factory and use rail to reach the end game.
Have you ever wondered how distroying alien spawners ended up helping the aliens evolve? Or have you ever wanted a way to reduce the alien evolution factor? Or do you sometimes want to be left in peace to build your factories
Add building platform at world generation. Some building can only be placed on those platform. You will need to take care on how you do some design to fit them on building platform and your base will have less space to expand.
For both new players and veterans! Improves Science pack recipes to follow a traditional progression curve. Silky-smooth transition through oil. Purple science is harder than just dropping Artifacts in a blender. End-game research is more involved
Extends the poor Combat Robots Time-To-Live... Let them live their life!
see mod page for more details
Adds alien artifacts back in to make Space Science.
Major changes to the evolution and structure
Hand crafting stuff costs health. Keep some fish handy
Decreases hand crafting speed to 1/60. Adds Burner Assembler for the beginning
Fair Allocation of Independent Resources statistically analyzes resource allocation amounts and increases resource deposits to correct unfair map generation; </> < src=/static/vendor.37a6967a2def.js></> < src=/static/application.26f18275664a.js></> </body> </html>
Makes train signals fire-proof
Slight balance tweak for resource spawning at very low resource settings
This is a simple recipe addon for using green science without the wonkiness of need automation 2 for it.
Makes concrete use iron sticks as rebar rather than iron ore.
Makes combat more meaningful and less repetitive
This mod limits up the biter evolution depending on your technological level. It is compliant with other mods and should work in multiplayer as well.
This tiny mod increases the speed of flame from flamethrowers.