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.
Collections of mods with tweaks to make them work together.
Fixes the problem breaking belts and pipes underground with SE.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
This is a compatibility mod between KEPO and Space Exploration, so you can enjoy that nuclear overhaul mod while exploring the stars.
Modified version of Endless resources with full yield, just added some other mod compatibility.
All chests are twice bigger (slots amount is four times bigger), thanks PyroFire for idea
Mods introducing new content into the game.
FMS For Private Use due to Geforce Now Issues With Custom Mods. Please do not download, it will not help you anyways
Mods introducing new content into the game.
Private Mod for use with a private server to fix an issue with Geforce Now service. Do not download.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Collections of mods with tweaks to make them work together.
This mod adds an extra mk for the things you love in Factorio. Power Armor mk 3? You got it! Speed-, Efficiency-, and Productivity module 4? Most definitely! Productivity modules can now be placed in Beacons, while the Productivity module 4 does not have recipe-based limitations. Enjoy :D -Siffer & Tyflon
Mods introducing new content into the game.
Mods introducing new content into the game.
Whenever an object is placed by the player (including blueprints), it will set nearby trees to be deconstructed automatically (as if with a deconstruction planner). There is also a command to do this for already placed buildings (which could take a long time: /atdcall). There are 3 settings: 1. The radius to deconstruct trees. Default 15 tiles. 2. To optionally include rocks in the deconstruction. Default on. 3. To optionally also call the deconstruction when placing tiles (like landfill or concrete). Default off. It's not recommended to use this without a bot-start mod of some sort.
Mods introducing new content into the game.
Makes beacons affect Burner Drills, Stone & Steel Furnaces and Assembling Machines 1, 2 & 3.
Mods introducing new content into the game.
simplified ice ore that can be melted in furnaces for water, credit to darkfrei and Qon for the original mod/balance patch
Mods introducing new content into the game.
changes all terrain (including placed tiles) to absorb the same amount of pollution, and removes tree pollution absorption, leading to a more predictable and balanced pollution minigame
Small changes concerning balance, gameplay, or graphics.