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.
Use Chemical Plants to do All Rocket Parts, using the same resources
Mods introducing new content into the game.
Sometimes you are in multiplayer with players from other countries, and with this mod you can see the names of the items in your language and also in English. Good to search for items on the internet and for seen the code name of the items to make lua commands.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
You can sell and buy items. If you sell and buy everything, the game will be a little unballanced. It's based on Production Score of Vanilla PvP. For more balanced use of money, use only the mod Science to Money.
Mods introducing new content into the game.
Mods introducing new content into the game.
Simplifies modules and beacons so a single Productivity 3 module gets you comparable benefits of a full beacon sandwich without the layout constraints. Overall slightly less powerful than vanilla.
Small changes concerning balance, gameplay, or graphics.
You can make them in Assembling Machine 3 with the same resources. Vanilla Space Science.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Rebalances efficiency modules to be viable at all levels, in assemblers or beacons. Changes make their use cheaper than an equivalent cost solar powerplant.
Small changes concerning balance, gameplay, or graphics.
Adds a fusion reactor that's available earlier, is smaller, but only provides 100 kw compared to a normal fusion reactor's 750kw.
Allows crafting items straight from your toolbelt, without the need to open the inventory. Use CTRL+1..0 to craft single item and CTRL+ALT+1..0 to queue multiple items. Amounts and shortcuts are configurable in input and mod settings.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Use Chemical Plants to do All circuits, using the same resources. Build with proportion of item use.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds a new mk2 drill that has a 7x7 mining area compared to 5x5 for base mining drill. Allows for beaconed mining setups.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds map alerts for players when a turret is either out of ammo or has low ammo
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.
This mod adds infinite researchs for character logistic slots, character trash slots, toolbelt rows, and backpack slots.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.