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.
Makes recipes from Fluid Must Flow more expensive. Replaces iron plates in recipes with steel plates and engine units with electric engine units. When Titanium by brevven is used, iron and steel plates will be replaced by titanium plates instead. When Krastorio 2 by raiguard is used, iron gear wheels will be replaced by steel gear wheels. Technology prerequisites are adjusted accordingly.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
If a technology doesn't depend (either directly or indirectly) on the science packs it needs, these missing dependecies are added.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Adds Loaders for Space Exploration using LoaderRedux API.
Mods introducing new content into the game.
Mods introducing new content into the game.
Automatically marks items left lying about for deconstruction around spots where entities die.
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.
Mods introducing new content into the game.
Mods introducing new content into the game.
Hover over an item, recipe, or world-tile to smart pipette. Extra ghost cursor item helpers (see Controls or mod page)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This is a quick and dirty work around for a crash related to fueled spidertrons.
A very intelligent combinator that allows you to activate circuits around your base by telling it to!
Mods introducing new content into the game.
Mods introducing new content into the game.
Tracks scores for players based on what they do in the world. Now you can see who really puts in the work!
Small changes concerning balance, gameplay, or graphics.
This mod allows you to adjust the amount of bullets in the firearm, piercing, and uranium round magazines. Also allows adjusting of the ammo-count for shotgun shells and piercing shotgun shells.
Small changes concerning balance, gameplay, or graphics.
Armors is upgradable now. Optional have all armors a little inventory size bonus ( can be changed).
Mods introducing new content into the game.
Makes the spidertron available with just space science.
Small changes concerning balance, gameplay, or graphics.
Combat robots no longer expire and can be controlled and grouped with the spidertron remote.
Mods introducing new content into the game.