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.
Small changes concerning balance, gameplay, or graphics.
This is a debugging tool. This mod tracks and shows you what event ID(defines.events.~) occurs. Only admins can open GUI if it is multiplay game. - Press SHIFT+F3 to open GUI. (you can change key bindings) - Press SHIFT+F2 for quick toggle logging mode while GUI is opened. - Only works while GUI is opened. Tracked logs can be saved and investigated by "gvv" mod. https://mods.factorio.com/mod/gvv Visit https://lua-api.factorio.com/latest/events.html to see full description of events.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Trees, rocks, and a couple other things have a chance to spawn biters when a they are destroyed. It is fully customisable with all fetures being enabled or disabled independently. With this mod you can spawn a number of biters after a tree dies, a rock dies, a spawner dies, or after part of your base dies (the last is disabled by default). It will chose a biter or spitter apropreate for the current evolution to a max evolution (0.9 by default).
Mods introducing new content into the game.
This mod adds an additional five tiers of belts to the game, beyond what is currently available from other mods. The fastest belt in this mod is equivalent to 6 express belts.
Mods introducing new content into the game.
A collection of mods for media use, such as taking screenshots to brag about your base, hourly autosaves for a timelapse, or a train screensaver.
Collections of mods with tweaks to make them work together.
Mods introducing new content into the game.
When a train or wagon dies, print an alert message to players and a map tag on its last position.
Mods introducing new content into the game.
Mods introducing new content into the game.
Start with pre-space equipment and construction bots, as well as basic robot speed research unlocked (absolute necessity). The objective of this mod, in contrast to other mods that don't take into account Space Exploration, is making it so that it actually feels like an accomplishment when you reach the spacesuit, the mk2 equipments locked behind space science, and the portable fusion reactor which in SE is very late-game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Allows pumps to be placed on landfills, making mistakes with landfills less costly, but doesn't make things easier in a way like waterfill.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Original Credit goes to MaxelDel and Skyphase for making the original mods. is dependent on bobs modules Adds a new Beacons pure main category. Added Beacons: Efficency Beacon, Speed Beacon and Productivity Beacon and much more ranging from MK1-MK8. adds a god beacon https://mods.factorio.com/mod/Advanced_Sky_Modules original mod
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Allows to automatically replace personal fusion reactors with either the first or second tier of RTG. Cofigurable through mod settings.
Small changes concerning balance, gameplay, or graphics.
===== Sets the stack size of ores (and Sulfur) in the base game to 250. ===== NO Mods NO Dependecies. Original Creator Mod by detourious. Updated by PablitusElMakina. BZMods version => (link in description)
Mods introducing new content into the game.
This is a companion mod for https://github.com/Mattie112/FactoriGOChatBot (but the bot will also work without this mod!)
Small changes concerning balance, gameplay, or graphics.
It's a mod language pack. It provides no game changes, just the localization for as many mods as possible. Mod will be updated every week, if possible. GitHub repo is fully editable for those who want to contribute. Let's make this the largest Factorio dictionary ever! Currently supported languages: Polish (Polski)
Small changes concerning balance, gameplay, or graphics.
While Setting is Turned on, this mod adds any Entity you placed that is also a ghost, to the crafting quee
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Introduces more fluid containers to increase fluid storage and shipping. Containers can be configured to require cleaning after use.
Mods introducing new content into the game.