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 Lua-programmable circuit network combinator. Based on Sandboxed LuaCombinator and LuaCombinator2 mods. Probably won't work in multiplayer games.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Increases the range of big electric poles to 40, useful for train blueprints.
Small changes concerning balance, gameplay, or graphics.
Slight modifications to make a better factorissimo - seablock experience. Meant to be played as the provided scenario, not standalone
Collections of mods with tweaks to make them work together.
Biters/spitters, turrets, and spawners don't heal every tick, instead only healing after not taking damage for long enough. Configurable.
Small changes concerning balance, gameplay, or graphics.
A fork of a fork of Factorissimo 2, focused on enabling compatibility between spidertron mods and Factorissimo.
Mods introducing new content into the game.
Copying settings from an Assembling Machine to a Constant Combinator or LTN Combinator will paste signals describing the recipe
Mods introducing new content into the game.
Adds a Nuclear Power Overhaul as Standalone compatible with Space Exploration
Mods introducing new content into the game.
Adds mining drones and mining depots. Fork of Klonan's original mod. Rebalanced, increasing pollution to be in line with electric miners.
Mods introducing new content into the game.
Adds Seymore from Little Shop of Horrors as a sound for the Programmable Speaker. Warning: Noob Modder, code poorly understood and stolen from other mods. Do not enable Polyphony on your speakers unless you want a migraine.
Small changes concerning balance, gameplay, or graphics.
Prevents NotNotMelon's Factorissimo fork from stealing spidertrons by disabling spidertrons teleporting into/out of factory buildings.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Just a bunch of signals that I personally love using when naming my train stations!
Mods introducing new content into the game.
Mods introducing new content into the game.
Store all the things! Warehousing provides high capacity storage buildings, including logistic network versions.
Mods introducing new content into the game.
Buffs Armored Train's locomotive and wagons. Hides FARL's Locomotive, we can simply use the module.
Small changes concerning balance, gameplay, or graphics.
Reads all assemblers input inventory in tower area. Put to circuit network how many items (not fluids) needs to complete a recipe. Empty assembler reads a recipe. Assembler with output full state does not count.
Mods introducing new content into the game.
KRMs are modpacks for my private server, with potential tweaks and bug fixes. Yet another Bob & Angel modpack.
Collections of mods with tweaks to make them work together.