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.
Mods introducing new content into the game.
Hides GDIW (v0.17.1+) recipes and provides a Hotkey (default ALT+R) to cycle recipe options instead.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Tool for creating mines. Use: Get a mine planner blueprint from the mod's gui then place it over an ore patch. The mod plans drills preferring longevity over initial speed, merges output into full belts, connects them with poles and pipes respecting obstacles. The script can be used from command line for unmodded saves. Aim: Blueprints based outposts result in numerous drills that will deplete quickly. Manaully removing useless drills, fixing obstacle issues and making a good merger is tedious after a while. Automating this process allows you to focus on other aspects of the game.
// There is another version of this for 1.1 from ChucklesTheBeard Automatically build mining outposts. Original by bob809, but there was a bug with placing Blueprints which erkle64 on the Mod Portal discovered. This should work fine now until bob809 updates his Mod. Dependencies: PlannerCore
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds high-capacity batteries that can be used as an easily portable power source between substations, for example, to charge distant outposts
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
This mod features five extra tiers of electric miners which have reduced pollution production, but outputs a new fluid called "<ore-name> dust cloud" which can be turned into an item called "<ore-name> dust" and that can be used as a regular ore, but recipes that require the ore take 5 times as much dust as the ore variant. You produce the dust in a chemical plant with water and dust cloud. The mod has a few settings for each miner: mining speed, power usage, pollution, health and dust cloud production, the first 5 are startup settings whilst the last is a map setting, there's also two more map settings which define the speed at which a miner gets updated (Leave them default if you don't want lag)
Mods introducing new content into the game.
A beautiful quality of life mod with various tool to up easily your factory
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Converts Stone (Chalcopyrite) with the help of water to 17,3% Copper Ore, 15,25% Iron Ore, 17,45% Sulfur and 50% Stone. Keep in mind, that you have to deal with the sulfuric waste water. This mod is very helpfull in Bob's and Angel's mod, where you have many stones when mining ores. Thanks to DellAquila for delivering most of the code with his mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Terraforming the planet should be expensive. Landfill is too cheap.
Adds expensive post-rocket late-game researches to unlock express unloading, unlimited mining, oil production and large energy source. To keep the game somewhat fair-ish, the items themselves are also extremely expensive, somewhere between half to same resources as it would take for equivalent setup.
Mods introducing new content into the game.
Original mod adds a configurable equipment grid to any base or modded vehicle without grid. This just makes it compatible with Krastorio 2 instead of VortiK's Armor Plating. (original mod has an incompatibility with Krastorio 2 to resolve a dependency loop. See https://mods.factorio.com/mod/VehicleGrid/discussion/5ea83f9919bd88001058d56a)
Mods introducing new content into the game.
updated by shinoharvest Long chests meant for the unloading of train cargo.
Mods introducing new content into the game.
Dig canals to extend or connect bodies of water. - Adds waterfill and swimming - Biters, players, and vehicles are slowed down in water
Mods introducing new content into the game.
This mod makes the mining drill status lights bigger, duh...
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Make trains into super-fast player killers that travel at very high speed but only carry 50% of their normal capacity. Original author Hermitude but the destiny of mod was past on me :D
Mods introducing new content into the game.