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.
Adds underground belt layering. !!!!NOW USES FACTORIO EXTENDED PLUS FOR HIGHER BELT TIERS!!!!
Mods introducing new content into the game.
For all it's faults, the music from earlier versions of Factorio was actually quite good. ruhroh took it upon himself to recreate that music at a much higher level of quality; this mod adds it back to the rotation.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Evenly balances input & output lanes on a belt. Like a splitter, but for the lanes on a single belt.
Mods introducing new content into the game.
Fixes the technology prerequisites in Thaumaturgic Machinations
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod helps while designing bases. Only feature so far: offshore pumps can be placed anywhere
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod adds a switch button with capacity for a single virtual signal. It also allow to change the way it work by mod settings, to change his state On-Off when the player do left-mouse, and open his gui inventory by pressing his keybind
This mod automatically takes time lapse screenshots of any placed entity.
Use special blueprint-like item to relocate oil patches so that they are being placed in a custom-sized grid for handy pumping. Also oil patches in newly generated chunks are being reorganized automatically (adjustable through the mods settings menu)! Angel's fissure and natural gas are supported. Select an area with patches to snap them to a grid. Shift+select a point to set a custom grid center. Shift+select an area with patches to move them to the custom grid center.
This is a very simple mod that adds a special combinator that outputs the items of all ghosts in the logistics network it is placed in.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Just some things from the game Satisfactory. In development, only early stage (up to Heavy-Modular-Frame and Motor).
This mod changes a few terms to be more correct. 'physical damage' => 'kinetic damage' 'energy weapons' => 'electrical weapons' 'shooting speed' => 'rate of fire' Only affects the game on English.
Small changes concerning balance, gameplay, or graphics.