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.
The mod adds second input connection to the Angel's flare stack
A test mod alternative to FFF-304 where Basic Oil Processing provides only light oil.
Mods introducing new content into the game.
Places landfill ghosts in the construction radius or logistic radius of roboports when they are placed in the world. Can be toggled off and on, along with changing between logistic and construction radius with shortcuts. Works with ANY roboport from any Mod that has any size radius. Does not lag or hang while operating.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Increases ore and oil consumption by a given factor to balance multiplayer games. Simply set the factor to your player count.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Re-Organizes Py's Science Tree to use the Science Pack techs as gates
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Biters are cold-blooded. Engineers aren't. The implications are clear. Adds a late-game tool for removing biters (and pollution) completely from your game, for when they are no longer a major threat to anything except your UPS.
Mods introducing new content into the game.
Adds data science elements to blue, purple and yellow science packs, requiring collection, cleansing and analysis of production data across the entire base.
Slightly Altered Oreverhaul - All credit goes to original Author(Reika) just added Angel ores. Original Mod: https://mods.factorio.com/mod/Oreverhaul
Creates pure sorting recipes for manganese and chrome, as by default they do not have pure sorting recipes.
Mods introducing new content into the game.
FOR THE EMPEROR! !!! Dieser mod wird nicht weiter unterstützt, es weiteren updates geben !!!
Small changes concerning balance, gameplay, or graphics.
All mining drills, vanilla or modded, can mine over 1000 times the size of the resource patch (productivity), has More Speed and better Searching Radius. You can set it on Mod settings.
Mods introducing new content into the game.
Set the base productivity of all of your labs, assembling machines and mining drills.
Mods introducing new content into the game.
When you wake up, you find yourself on a tiny desert island on this unknown planet. This module needs to be used with the omni module. You need to use the surrounding seawater as a raw material to turn this island into a planetary factory. -------------- I will give you a big update next month, because I have too many exams this month. I am really sorry for you. 下个月我会给大家一个大更新,因为这个月考试实在是太多了,实在是很对不起各位。 Version: 0.0.4 Date: 2019-06-5 -Adding calorific value to the omni scrap