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 synthetic oil to the game. Bio fuel (petrol gas) from wood and heavy oil from coal.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Upon migrating, reinitialization is called to fix on_chunk_generated error.
Mods introducing new content into the game.
Mod that adds terraforming equipment - bridge builders, moat diggers and drawbridges
Mods introducing new content into the game.
For both new players and veterans! Improves Science pack recipes to follow a traditional progression curve. Silky-smooth transition through oil. Purple science is harder than just dropping Artifacts in a blender. End-game research is more involved, requiring specialized new types of Advanced science. Overall materials cost of research is kept similar to vanilla. Rocket silo can now be achieved without any fighting. Each feature can be tweaked in config.lua.
Small changes concerning balance, gameplay, or graphics.
Mod that modifies resource spawning to strongly encourage outposts connected via trains
Mods introducing new content into the game.
Gives new use to alien artifacts as ore enrichment, growth, and dissolvent.
Mods introducing new content into the game.
Adds far-flung outposts to encourage exploration, expansion, and networking on a large scale.
Large total conversion mods.
Decreases storage capacity of many containers and adds some new options.
Mods introducing new content into the game.
Transforms many overlooked details. You can enable or disable the following options in config.lua: Modular Armor doesn't need Processing Units; Plastic is made from Light Oil; energy from all fuel is lowered; alien evolution over time is 10x slower, but pollution is increased 5x; biters won't eat your railroads and train stops; all floors can be placed up to water's edge; ammo recipes need coal as accelerant; make Roboport doors quieter; disable picking up Robots while they're flying.
Small changes concerning balance, gameplay, or graphics.
Adds higher tier rocket launcher & ammunition for long range destruction.
Mods introducing new content into the game.
Adds alien minigun. It can fire common magazines at an extreme rate of fire.
Mods introducing new content into the game.
Adds plasma defense equipment. It is a lot more effective than the laser defense.
Mods introducing new content into the game.
Adds alien plasma clip that can be used in weapons, turrets, etc.
Mods introducing new content into the game.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
You can no longer craft anything as a player, you are all dependent on assemblers.
Mods introducing new content into the game.