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 signals to allow stations to couple/uncouple trains automatically.
Mods introducing new content into the game.
A building that baits wandering biters (that are left after an artillery push) into attacking the building.
Mods introducing new content into the game.
Mods introducing new content into the game.
A combinator that allows you to pick ONE signal from the network via it's index.
Mods introducing new content into the game.
You don't need fluids to mine, but you have to process the raw ore with it before you can use it.
Mods introducing new content into the game.
This mod adds Nuclear Artillery to your arsenal. These nukes also make craters! ( can be disabled in mod settings )
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
This mod adds buffer version of logistic warehouses. Based on Arch666Angel's warehouse addon.
Mods introducing new content into the game.
Large capacitors to allow quick battery equipment recharge for longer journeys.
Mods introducing new content into the game.
This mod adds a liquid which can be used to make the other science packs using glass and a 'modifier'. This is the DyWorld version of Universal Science.
Mods introducing new content into the game.
This mod adds quick recharging for personal bots, removing the need to 'mine' your bots to collect and recharge them quickly. It increases the recharge rate of bots from 1MW to 100MW, and charges the personal robotports energy buffer from the 'aether' (it will no longer drain your solar panel/fusion reactor equipment or batteries). This could be considered cheating, as your personal bots recharge for free, however manually mining your bots when they need to charge does the same thing...
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
a good start: power-armor-mk2, fusion-reactor-equipment = 2, personal-roboport-mk2-equipment = 2, battery-mk2-equipment = 6, construction-robot = 50, exoskeleton-equipment = 6, personal-laser-defense-equipment = 6, submachine-gun, uranium-rounds-magazine = 200
Mods introducing new content into the game.