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.
This mod changes behaviours in the game that feels like bugs. It currently affects underground belt BP behaviour.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Fix some issues in Pyanodon mods. Fully configurable via mod settings.
Small changes concerning balance, gameplay, or graphics.
Efficient Smelting & Refineries - All raw materials buildings are more efficient
Small changes concerning balance, gameplay, or graphics.
Makes mining drones look like a small version of the miner from AAI vehicles. You can freely enable or disable this mod as it's only a cosmetic change, everything will work the same anyway. Based on original skin patch mod by dromedar17, I refactored the code, added compatibility with MD2R and a setting to disable original AAI miners.
Small changes concerning balance, gameplay, or graphics.
Simplifies Space Exploration by mashing the recipes of the different types of machines into just a single machine. For example, recipes of the mechanical plant and the recycler have been adopted by the pulverizer. This also applies to all the telescopes, the particle accelerators, life support and decontamination facilities, the thermodynamics, radiation and laser facilities, and the plasma generator and electromagnetic facility.
Small changes concerning balance, gameplay, or graphics.
Makes pulveriser able to extract ores from sand, and to make scrap into sand. Also disables the scrap to ore recipe from of the recycling plant as it is overtaken by these recipes. Also adds coal as an additional output of the extraction.
Small changes concerning balance, gameplay, or graphics.
Makes Bob pipes as thick as they are tall. Has no effect if the bigger pipes option in Bob's Logistics is not enabled.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
An early game roboport added to help build my own train grids
Small changes concerning balance, gameplay, or graphics.
Vanilla Factorio is too easy for you? Try the Fibonacci research cost! Take on the new challenges of Technology Overload, new ways to increase game difficulty! Technology cost tweaked in different ways to introduce new challenges and spice up your tech tree.
Small changes concerning balance, gameplay, or graphics.
AAI industry (and other mods) recipes and settings mod. * big electric pole distance 32 * RadioNetwork satellite launch reward fix * exotic industries robots T2->T3 robot craft * k2-air-purifier dirty water fix; (Balance)Pollution to -25 reduced, energy usage to 150 kW * Bio_Industries can use IE nitrogen; Nitrocellulose & explosives recipe * HelicopterRevival fuel fix
Small changes concerning balance, gameplay, or graphics.
Slightly modified from DrBeco's original mod to cost 5 wood for 1 coal instead of 2 wood for 6 coal. Allows you to create coal by wood carbonization in furnaces
Small changes concerning balance, gameplay, or graphics.
Automatically colors locomotives and wagons based on their contents.
Small changes concerning balance, gameplay, or graphics.
Voiding fluids and gas is heavily restricted. Additionally, some other optional features, which makes Seablock tougher, but sometimes with some potential to get more efficient Every feature is disengageable separately. CAUTION: Voiding solid items by destroying containers won't work, because the items get spilled on the ground.
Small changes concerning balance, gameplay, or graphics.
Some balance and compatibility fixes for mods I like, I publish it to play with other people. Check mod homepage to see main changes. The icon is from my game named Destiny Garden, just for fun :D
Small changes concerning balance, gameplay, or graphics.
Reskins items, entities, and technologies within mods that don't fit within the scope of the other Artisanal Reskin mods, limited to those mods that extend or play nice with Bob's and Angel's mods. Features high-res icons and updated sprites to align these mods with Artisanal Reskins, and supports player-customizable tier labels, colors and mapping. See the mod portal for a detailed list of supported mods. Part of the Artisanal Reskins series.
Small changes concerning balance, gameplay, or graphics.
Updates the Recipes of the God Modules mod by No0Var to account for the recipes and science of Space Exploration
Small changes concerning balance, gameplay, or graphics.
Modifies the intensity of lamps, creating a more gradual falloff to the darkness beyond
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.