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actualized for Version 2.1. Super-lightweight access to hidden creative items in freeplay. Adds an infinity chest to the player's starting items and/or adds a recipe to craft them for free.
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. Certain dependencies are intended to be included by default, but are listed as optional for better customizability. Original by thesixthroc
Small changes concerning balance, gameplay, or graphics.
Clean up inconsistent power cabling while leaving circuit wiring alone. Fork of Power Grid Comb updated for Factorio 2.1.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod allows you to Increase the amount of item stacks. Este mod permite que você Aumente a quantidade de pilha de item (stack)...
Mods introducing new content into the game.
K2 recipe integration for standalone Foundry, Electromagnetic Plant, Big Mining Drill, Cryogenic Plant, Stack Inserter, and Mech Armor, as well as changing the Foundry's recipes for molten iron and copper to be more in line with K2 progression.
Small changes concerning balance, gameplay, or graphics.
Adds more progression to pipes by assigning modded pipes different extents and pump throughputs. Highly configurable. Updated to 2.1 by me
Small changes concerning balance, gameplay, or graphics.
Choose how enemies behave planet by planet: normal, peaceful (they fight back only if attacked), or PASSIVE (they stand there and die without ever fighting back! Great if you just want them to get in the way.). Peaceful Nauvis with a hostile Gleba, a passive Gleba with everything else normal, or any mix, changeable at any time.
Small changes concerning balance, gameplay, or graphics.
A Really fun randomized themed planet with tons of new ores, entities, creatures, and well, you'll just have to find out what else. Roviska will completely change the way you play factorio, you will have to solve completely new problems never before seen, discover the ancient lore of the Roviskians, and conquer the ways of randomness. Can you do it, or will you die trying? I need help with graphics, so if you are good with blender and want to help then start a thread on the mod's page.
Mods introducing new content into the game.
Rings the things that matter so you can tell them from the scenery: every rock you can mine or bump into (and their like on every planet: ruins, stromatolites, icebergs, chimneys), enemy worms and nests (shown above trees) and your own land mines. Items lying on the ground show as dots on the map and minimap. Decorative rocks are left alone. Only the sprites change, so it costs nothing while you play. Colours and on / off per kind in the startup settings.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Return to Quinityn, a forgotten Yuoki contract world of purple unicomp seas, buried machinery and Uni-touched wildlife. Land with an empty inventory, salvage the wreckage and rebuild a working industry from local resources, all the way to a home-built rocket. A Factorio 2.1 + Space Age planet for Yuoki Industries and Engines, whose recipes unlock only after you physically land.
Mods introducing new content into the game.
Limit every item to 10 (configurable) slots in your inventory. Everything over that goes into a pocket dimension that tops your inventory back up as you use it. Ctrl-click into and out of chests uses the pocket too, and it always keeps empty slots free for new items. Made for infinite inventories with ten thousand stacks of coal.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Removes the quality downgrade from Larvae cultivation and adds a recipe to convert raw larvae into nutrients.
Small changes concerning balance, gameplay, or graphics.
One button puts a map tag on everything the game has generated, even in black areas you haven't explored: the middle of every resource patch, the middle of every cluster of enemy nests, and the nearest shore of the lakes nearest you. Helps you find resources you may need desperately. Tick what you want marked in the shortcut's window; Shift+H marks without opening it.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Reskins items, entities, and technologies within Angel's mods to add tier colors and icon labeling. Features high-res icons and updated models, lighting and sprites, and supports player-customizable tier labels, colors and mapping. Part of the Artisanal Reskins series.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Expands the Promethium Endgame and adds another planet with new production steps and ressources. savegame compatible. The content of the mod is complete. New content will still be added, of course ;) This mod will be continuously improved and fixed. I am writing this mod in my spare time and therefore cannot work on it every day. I would be very happy about feedback :) Mod Showcase from Youtuber "Omega" ---> https://www.youtube.com/watch?v=DavGHo8qN-8
Mods introducing new content into the game.
Expand your hex territory. Loot dungeons. Complete quests. Level up every item in the game. Trade your way to victory. Get rich.
Large total conversion mods.
A modpack that hides modoptions that make the game easier, 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. Not complete, nor fully tested for 2.1.
Small changes concerning balance, gameplay, or graphics.
Performant, semi-realistic electricity and power distribution overhaul. Power poles can explode if the total electrical consumption on the network is too high. Use transformers to separate networks so that subnetworks do not take more power than they can handle.
Mods introducing new content into the game.
Completely removes landfill and its recipe from the game. Adding it mid-playthrough, removes already placed landfill and replaces it with water.
Small changes concerning balance, gameplay, or graphics.