Code and graphics to help modders creating planets, moons and other systems. This is a community project.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Fulgora's moon of puzzles. Ancient wrecks embedded in thick ice can seemingly be repaired, including a colossal nuclear reactor that could transform the possibilities on the surface... if you can get it working. Cerys is a complete and polished mod that does not modify the vanilla game in any way, so is easy to include in existing saves.
Mods introducing new content into the game.
Algorithmically redraws the routes on the space map to improve navigation between modded planets. In order to keep this mod effective and composable, it avoids making exceptions or compatibility patches for specific planets, leaving that to other mod authors.
Small changes concerning balance, gameplay, or graphics.
This companion mod for PlanetsLib assigns 'tier values' to planets — rough indicators of where the planet fits in a vanilla-style game of Space Age — for other mods that wish to use this information. PlanetsLib: Tiers is separate to PlanetsLib so that it can be updated independently. You can hold the version of this mod fixed to avoid tier values changing (unless another external mod changes them).
Planet hoppers are miniature rockets that can travel directly between planets, but can only carry players.
Mods introducing new content into the game.
Any planets closer than 5000km on the starmap are automatically moved apart.
Small changes concerning balance, gameplay, or graphics.
Organizes the positions of vanilla and modded planets to better reflect the Space Age gameplay progression. The radial distances of planets are unchanged. Their angles are specified by a number called the 'tier'. Tiers run from 0 (north of the star) anticlockwise to 6 (north-east of the star). Mods with no tier assigned appear vertically below the sun.
Small changes concerning balance, gameplay, or graphics.
Increases distances between certain vanilla planets to better match the space map.
Small changes concerning balance, gameplay, or graphics.
Adjusts the drag force on space platforms such that only the ship's weight affects its drag force/top speed, not its shape.
Small changes concerning balance, gameplay, or graphics.
Tweaks to Vulcanus. Demolishers are more numerous, the map is smaller, molten lava and metals have restrictions on how they can be piped, Acid neutralisation produces cooler steam, coal liquefaction is nerfed, and mining tungsten requires lubricant. For full details, see the mod portal page. Other dependencies are intended to be included, but all are listed as optional for maximum customizability. To get the full experience, enable this mod via the Space Age: Hard Mode modpack.
Small changes concerning balance, gameplay, or graphics.
Makes Fulgoran lightning storms random in length, more damaging, and able to hit locomotives.
Small changes concerning balance, gameplay, or graphics.
Adds random variance to recipes for Jellynut, Yumako and Bioflux. This makes waste products harder to avoid on Gleba, nerfing certain strategies.
Small changes concerning balance, gameplay, or graphics.
Difficulty tweaks for Fulgora. If 'V/F/G Cargo Drops Require Research' is installed, lightning rods are locked behind a new technology to incentivize building a small science chain on Fulgora. For full details, see the mod portal page. Other dependencies are intended to be included, but all are listed as optional for maximum customizability. To get the full experience, enable this mod via the Space Age: Hard Mode modpack.
Small changes concerning balance, gameplay, or graphics.
Tweaks to Space. Building undergrounds belts and pipes on platforms each require a special new technology. Asteroids spawn with quality. Promethium chunks decay after 5 minutes. Medium asteroids have some physical damage resistance. Asteroid reprocessing recipes no longer accept quality modules.
Small changes concerning balance, gameplay, or graphics.
Tweaks to Aquilo. The starting island is smaller. Nuclear reactors no longer function on very cold surfaces. Crafting Fluoroketone now requires light oil.
Small changes concerning balance, gameplay, or graphics.
Tweaks to Gleba. Spoilage timers of Gleba items are 70% as long. Coal synthesis is unlocked earlier to enable handheld rockets to be crafted earlier, allowing the player to choose harder deathworld settings. For full details, see the mod portal page. Other dependencies are intended to be included, but all are listed as optional for maximum customizability. To get the full experience, enable this mod via the Space Age: Hard Mode modpack.
Small changes concerning balance, gameplay, or graphics.
Pushes back a small number of technologies in the Space Age tech tree. Part of the modpack Space Age: Hard Mode.
Small changes concerning balance, gameplay, or graphics.
One of Factorio's most unusual overhauls, developed over years in multiplayer servers at Comfy. Be the captain of a pirate ship, plundering resources and besting your enemies. Collect resources and fuel the ship in order to survive as many leagues as possible. The captain performs actions such as steering the boat, while other crewmates assist. Doubloons can be spent at various markets throughout the game.
Large total conversion mods.
A modpack that tightens the gameplay of Space Age, removing shortcuts, adding interesting challenge, and letting Space Age mechanics be more like themselves. Each planet has many variations: nights are darker, demolishers are more numerous and move faster, lightning can hit locomotives, random variance is added to biorecipes, nuclear reactors no longer work on Aquilo, and more.
Collections of mods with tweaks to make them work together.
Agricultural science now requires 40 nutrients to craft in addition to its other ingredients. This makes it slightly trickier to craft them fresh. This was the behavior of agricultural science packs in the Space Age prerelease beta.
Small changes concerning balance, gameplay, or graphics.