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.
Makes it possible for small biters and spitters to spawn even at max evolution, although rarely. Now for 0.18
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds technologies to increase the gain of wastefull and expensive processes, such as copper cable, steel, gears, circuits, and engines. Requires omniLib which enables dynamic recipe generation and auto-updating entities in world with newer recipes. Works on items even if mods change their recipes. Updated for Factorio v18
Adds a week poisen capsule to clear out trees/Rapid Defoliation Capsule
Mods introducing new content into the game.
Mods introducing new content into the game.
You can't open, repair, mine, etc any entity when you're in a vehicle.
Just stuff for mod/script developers. This is not just a library Added: * RGB tiles for chromakey * Event on_player_recreated
Enjoy to use my first mod :). Begin the game with construction bots so you may concern yourself more with the design than construction of your base. Now includes a few user configurable startup options, and support for v0.18.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
An extension to bob and angel mods: Change the way science is beiing made.
Large total conversion mods.
Set the category of Mad Clown Fuels to nuclear fuel, so that they can be affected by ReStack
Adds a recipe to craft the rocket launch product in an assemling machine, with the same recipe as the satellite
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Changes belt graphics so that their type is more obvious. Compatible with vanilla loaders and bobs logistics. Let us know if there are any more mods you'd like to see made compatible!
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Addon to stack items from Omnimatter with Deadlocks Stacking Beltboxes/Crating Machine
Mods introducing new content into the game.
Creates extra circuits to expand the base game's capability of the circuit network. Currently it only adds a multiplexer system
Mods introducing new content into the game.