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.
Small changes concerning balance, gameplay, or graphics.
Use the mod settings to set an exact value of km/h for the maximum speed of a nuclear-fueled locomotive (which is 298.1 km/h by default). Modded locomotives are scaled proportionally.
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.
Mod that adds tinted pipes for all fluids add pipes for fluids from mods
Mods introducing new content into the game.
Adds PDF and PDF/A documents. Watch out for accessibility violations. Explanation: https://www.lab6.com/4
Small changes concerning balance, gameplay, or graphics.
filter chest ( can copy attribute from furnace and machine )
Mods introducing new content into the game.
Makes Bob pipes as thick as they are tall. Has no effect if the bigger pipes option in Bob's Logistics is not enabled.
Small changes concerning balance, gameplay, or graphics.
It does nothing by itself, it's just a dependency of some Quality of Life mods I use every run, so I created this mod to make it easy to install everytime. Access the modportal for full-list of mods: https://mods.factorio.com/mod/OpusBasicQoLMods Have fun!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.
This mod is add various transportation(only one type for now, to be added).
Mods introducing new content into the game.
Adds hazard concrete variants that will not rotate. Mined tiles will give back regular hazard concrete. Applies both while placing the concrete, and while using blueprints. This mod does not modify existing concrete, and does not modify the base-game concrete. Shouldâ„¢ be compatible with other mods. Tested with Space Exploration.
Mods introducing new content into the game.
Factorio has become very easy. Try the challenge! Complete the game without wearing belts! Recipes and technologies are distributed in a balanced manner. The mod removes belts and balances technologies and recipes!
Mods introducing new content into the game.
A modpack with the specific versions of the mods for Brian's Self-building factory for angelbob (drive link: https://drive.google.com/drive/folders/1qo04UYDqENTtjrwOGbTLN5LFHE7SdjoT)
Collections of mods with tweaks to make them work together.
Mods introducing new content into the game.
MrJakobLaichs infrastructure mod. This mod adds belts, pipes, inserters and more!
Mods introducing new content into the game.
This modpack coontains selected mods that preserve vanilla gameplay while adding content and quality of life changes. Many of the content changes do not effect the base progression of the game and instead add new ways to setup your factory or play the game post-rocket launch.
Collections of mods with tweaks to make them work together.
My own suite of quality of life mods that I always use, so I don't have to activate each one whenever I start a new game.
Mods introducing new content into the game.
Mods introducing new content into the game.