Mods introducing new content into the game.
Large total conversion mods.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Scenarios, maps, and puzzles.
Collections of mods with tweaks to make them work together.
Translations for other mods.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Transportation of the player, be it vehicles or teleporters.
Augmented or new ways of transporting materials - belts, inserters, pipes!
Trains are great, but what if they could do even more?
New ways to deal with enemies, be it attack or defense.
Armors or armor equipment.
Changes to enemies or entirely new enemies to deal with.
Map generation and terrain modification.
New Ores and resources as well as machines.
Things related to oil and other fluids.
Related to roboports and logistic robots.
Entities which interact with the circuit network.
Furnaces, assembling machines, production chains.
Changes to power production and distribution.
More than just chests.
Change blueprint behavior.
Play it your way.
Collections of mods with tweaks to make them work together.
Collections of mods with tweaks to make them work together.
Increases range of Personal Laser Defense to reach Spitters.
Small changes concerning balance, gameplay, or graphics.
Obtain materials from biter carcasses to craft valuable items. walking speed up and crafting speed up, etc.
Mods introducing new content into the game.
MoarGrid fork that adjusts the grids themselves rather than the armor, with Krastorio2 and Space Exploration support built in.
Mods introducing new content into the game.
A modpack that's QoL-rich and centered around Space Exploration. It's made to play with my friends but feel free to use.
Collections of mods with tweaks to make them work together.
Allows you to charge your power armor from the electric network, and vice versa.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Collections of mods with tweaks to make them work together.
Command and Recon Update 1.2 Vehicle (not only) equipment Should help vehicle specialization, Command and Reconaissance
Mods introducing new content into the game.
This is a mod that lets you play similar to sandbox mode, you have no character sprite or collision (configurable) but you have access to personal weapons, robots and logistics requests. Dependencies are highly recommended but not needed.
Small changes concerning balance, gameplay, or graphics.
This mod reshapes the steps of nuclear processing to be more complex and realistic. Introducing 3 new types of nuclear reactors emulating the different power plants in real life, plus new elements of the periodic table to generate nuclear fuel and later, with nuclear wastes, powerful weapons.
Mods introducing new content into the game.
My SE modpack. Also contains a few tweaks, too small for their own mod.
Collections of mods with tweaks to make them work together.
Adds a key binding (default: the "\" key) that equips the next armor in your inventory and sets your player color to the color that was last used with that armor. Rapidly cycle among color-coded armors specialized for different purposes!
Mods introducing new content into the game.
Requires Bob's functions library mod. Expands the range of equipment available in base mod for the modular armor. Although it can function as a stand alone mod, it is intended to be used with the full Bob's Mods set.
Mods introducing new content into the game.
The official modpack for the Exotic-Industries mod series. Only contains the recommended mods as dependencies. Add Quality of Life mods as you see fit.
Collections of mods with tweaks to make them work together.
MK3 and MK4 power armors (bigger grid, larger inventory), also adds various equipment (Night vision MK2, Energy shield MK3, Fusion battery, Singularity...)
Mods introducing new content into the game.
A mod that builds upon and tweaks the vanilla experience with more crafting, resources, and combat options. The idea is not to make it more complex for the sake of complexity (e.g. 1000 different recipes/resources), but rather allow players to find the style of play they like and not feel limited in their choices as well as simplifying some recipes for easier automation. If you want to help out, through art, code or implementation, please contact me!
Large total conversion mods.
Prevents you from removing your armor if it would cause a spill.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.