Krastorio2 or Space Exploration get some optional tweaks. Neither K2 or SE are required. Bio labs, atmospheric condensers, and greenhouses become modular.
Small changes concerning balance, gameplay, or graphics.
Removes the Utility science pack requirement from Logistics research, allowing access to it earlier in the game
Allows each player on a map to decide whether they want components returned by mining (requires components overhaul / mining results to be enabled).
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Schall's machines support Bob's crafting recipe categories.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Reworked version of the 'Alien Loot Economy' mod, using new textures, icons and rebalanced items, and updated for v1.1 by ptx0.
Train acceleration now depends on the loaded items. Makes use of built-in game object weights to impact train speed.
Logistics robots can become bigger and slower while carrying more cargo and using battery more efficiently.
Mods introducing new content into the game.
Adds a billion science technology for each science pack, for testing purposes.
This is based on op_train_speed but with greater speeds at the highest tier. Compatible, can be swapped out without problem. Cannot be combined.
Announce when trains arrive at a station; configurable per-player. Works as flying text, or console alerts.
Schall's machines have a configurable module slot count.
Small changes concerning balance, gameplay, or graphics.
With this mod, mining buildings will return the items required to craft it instead of the actual entity being mined. Works with expensive/normal mode, and (probably) all mods.
Large total conversion mods.