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.
Sell and buy items/fluids/energy on the universal black market using trading chests/tanks/accumulators, choosing the frequency of exchanges and related fees. You can now sell your overproduction and buy things that you don't want to craft by yourself. You can also use these trading units as a paying shipment system. With the optional TechnologyMarket mod, spend your hard-earned credits to research technologies.
Mods introducing new content into the game.
0.16 removed UI access to the toggles for item grouping and subgrouping in selection displays. This adds the options back as per-player mod settings with hotkeys to toggle them.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Introduces configurable speed limit signs for trains. Updated for 0.17 compatibility.
Mods introducing new content into the game.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Buffs strand casting to make it more appealing to use.
Mods introducing new content into the game.
Warptorio but instead of a platform you're a giant tank with an internal factory
Large total conversion mods.
Converts all instances of Concrete Brick and Reinforced Concrete Brick to normal Concrete and Refined Concrete. Credit to Ober3550 for introducing this idea to me in his AngelBob's Oberhaul mod.
Cargo wagons which can directly request items from, and provide items to, the logistic network. Configure items to request and provide at each station for each logistic cargo wagon, allowing flexibility in unloading on curves, changing train length easily without building infrastructure, and further boost unloading speed through robot speed research.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Rebalanced the millitary part of vanilla to make it more of a logistical challenge
Small changes concerning balance, gameplay, or graphics.
Examples of how to add planets to Warptorio2 from another mod.
Collections of mods with tweaks to make them work together.
Adds in a mobile roboport wagon, which is powered by an onboard burner. It can be used to run routine repairs at outposts, to automatically shuttle resources and build structures in remote locations, or perform other such tasks where a normal stationary roboport just won't cut it.
Mods introducing new content into the game.
Biters drop Meat. Meat is fuel. Blood is steam. Bones are bullets.
Mods introducing new content into the game.
Updates Vanilla & AngelBob locale to have consistent capitalization and naming conventions
Small changes concerning balance, gameplay, or graphics.