Mod Roundup #12

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Degraine
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Mod Roundup #12

Post by Degraine »

Little more timely with this one. As always, lots of news. The mods boards are getting more and more active lately, which is good for you, but bad for me. (And ironically much less timely crossposting, whoops...)

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New

Autowire - Select which wires to be automatically connected (including copper) when placing electric poles.

Burner Generator - A 'burner' generator that doesn't require water to output power.

Cannon Turret - New turret that fires cannon shells. Beware of friendly fire!

Expensive Research - Increases the expense and duration of all research.

Happy Factorio - A texture pack that brightens things up a bit.

Modular Armour Revamp - Rebalances and alters modular armour, adds fuel requirements for fusion reactors, etc.

Personal Roboport Fix - Automatically disables the personal roboport when inside a permanent network.

Pollution Detector - Sensor that can transmit the level of pollution it detects to the circuit network.

Radar 2.0 - Adds two new types of radar.

Rage Ore Processing - Ore refinement and multiplication processes.

Sign Posts - Adds signs that print permanent floating text in the game world.

Slower Mining - Reduces speed, pollution and power consumption of mining drills.

Smart Loader - An inserter that won't get jammed when loading items into a cargo wagon.

Smarter Circuitry - New buildings to apply greater control over factories and networks. Successor to Smart Circuit Systems.

Highly recommended.

Terraforming - Adds the ability to build bridges, drawbridges and dig moats.

Wooden Fences - Early game walls.

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Updates

5dim's mod - A large group of mods to add more content across all areas of the game.

Advanced Logistics System - Provides a detailed view of your logistics network and the items within it.

Air Filtering - A building that helps reduce the pollution put out by your factories, at the cost of coal for filters.

Added upgraded versions of the air filtration machine.

Alien Oil - Enables moving oil patches with a special item.

DyTech - Large-scale changes, rebalances and additions to vanilla gameplay.

New version of Power, adds a steam engine that can be switched between primary, secondary and tertiary priority.

Evolution Factor Indicator - Displays time of day, evolution factor, and total playtime.

FARL - Automated rail laying.

Foreman - Blueprint management.

Logistic Combinators - Specify the values to read, and it takes those from the logistic network.

Manufacturing Units - Small scale burner-powered smelter/assembler, with electric equivalent.

Added a electric-powered manufacturing unit. Rebalanced pollution values on the burner version. Warning: Updating the burner manufacturing unit will erase all existing units, since there is no migration script.

Natural Evolution - Tweaks bug evolution rate.

Rail Logic System - New tools for connecting logistics and rail systems.

Science Cost Tweaker - Multiplies the cost of tech research.

Simple Teleporters - Allows you to link two points using a new item. Personal teleportation only, not for items.

Supreme Warfare - New turrets.

Test Mode - Removes costs for all recipes.

Time Lapse Mod - Takes screenshots at preset intervals.

Turret Range Display - Show the maximum range of a turret using a tool.

Now compatible with mod turrets too.

Upgrade Planner - Allows you to replace constructed buildings/belts automatically using construction bots.

Renamed from Upgrade With Construction Bots. Now supports selective deconstruction of specific entities without replacement.

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SHiRKiT
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Re: Mod Roundup #12

Post by SHiRKiT »

I see my mod got added over there :D Thanks!

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