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 is inspired by "Nuclear Power" by Fatmice and "Uranium Power" by Simdezimon. And, like the both, does this mod expand the production of nuclear fuel cells and the reprocessing of spent fuel cells. With this mod, the start into the atomic age is a bit harder than in the vanilla Factorio and you will need the logic cabling for this mod because you have to control pumps so that your enrichment process can work efficiently. (Without a logic control this process will come to a standstill.)
Mods introducing new content into the game.
This mod revisits the early game of Factorio and pushes the electrification a bit further back by extending the Burner-Stage and inserting a new stage: Steam-Stage (buildings will be powered by steam). The production lines of this mod focus on fuel production, but it also comes with a few new intermediates and a new science package. It does not change the standard Techtree too much, the majority of the related tech for this mod comes before the vanilla techtree even begins. The vanilla techtree and most of the other mods content are locked behind a new technology called "Electrification" which can be called the goal of this modification.
Mods introducing new content into the game.
First of all: this is a resource and code library for my other mods. It self comes with extended functions for inserter: 1) make it possible that a inserter can handle the 'burnt result inventory' on all machines. 2) burner inserters can leech fuel from pickup and drop target. 3) burner inserters are capable to chain fuel through all burner type machines.
Enables merging of multiple chests into one entity. Supports merging of arbitrary number of chests (configurable in mod settings).
Everyone's favorite item 'Pipe to ground' has had it's recipe nerfed, it now costs 1000 space science packs
Puts SpaceX items in their own tab where they belong (Updated for 0.18 - All credit goes to original mod author Ober3550)
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
LED arithmetic combinator with LED lamp and arithmitic combinator
Mods introducing new content into the game.
Automatically requests low-fuel trains, easy to set up and highly customizable.
Mods introducing new content into the game.
Added fusion catalyst (from bob's mods) w/ apm nuclear mod (added lost fusion catalyst receipt)
Mods introducing new content into the game.
The world has been destroyed, enraged by nuclear war. The few survivors have to keep it up and rebuild it. Author: Yuri Andriaccio (https://mods.factorio.com/user/Yurand) This version updated by ZwerOxotnik (don't expect much now)
Large total conversion mods.
Large total conversion mods.
Prevents death by [jerk] trains. Credits to cdaringe for the original, all I did was update factorio version. See the original mods.factorio.com/mod/nice-try-train for a working version (0.18 support has been added)
Mods introducing new content into the game.
Makes oil processing more complex and important in the game. Makes light oil and heavy oil more useful. Adds new materials and 40+ new fluids. Adds new resources such as nickel, aluminum, chromium and shale. Requires Enchanted Electronics and Enchanted Nuclear.
A mod that adds a selection tool to Hazard Lights to you can add and remove lights from any buildings you want
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Extends Hazard Lights to add lights to any player buildable building that is big enough
Small changes concerning balance, gameplay, or graphics.
ideal mod that lets you store intermediates in a compact fashion, requires Simple Compress due to the stack configuration. send your own mods' internal name and i will attempt to add yours.
Mods introducing new content into the game.
Large total conversion mods.