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.
Work in progress mod, but in a playable state with vanilla. Replaces vanilla ore patches with real counterparts (recipes and such may not be balanced properly yet) Ore ratios are fetched from http://webmineral.com Full compatibility with other ore mods will be added in an later update
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Mods introducing new content into the game.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Add some very useful buildings to combat the Enemy threat, as changed by N.E. Enemies and other mods that increase Enemy difficulty. Please visit home page for more details.
Mods introducing new content into the game.
Lets you 'wash' ores to increse the ammount of items returned when smelting them.
Mods introducing new content into the game.
Rework module bonuses. Now the bonuses of the modules grow exponentially with increasing levels. The starting value, multipliers and some other parameters are configurable.
Small changes concerning balance, gameplay, or graphics.
Biters naturally suck pollution in, turning it into more spawners Units, bigger and badder Units. So, it makes sense, that the Engineer can learn from this and mimic their way to actively solve or Suck pollution out of the environment.
Mods introducing new content into the game.
Mods introducing new content into the game.
Large total conversion mods.
(BETA) Entire game overhaul, ~900 more recipes. Makes the chemistry and industrial processes more "realistic" while trying to keep fun factor. Almost every recipe has a few byproducts to deal with, making even green circuits a challenge to automate.
Large total conversion mods.
This mod adds components for circuits. Makes circuits more complex but they do not need the prevous circuits anymore. Compatible with AAI industry/Space Exploration
Mods introducing new content into the game.
This mod changes how Electricity Works And adds new things for example an Fissionreactor and it makes that cables cant suppoort infinity electricity.WARNING!!! This Mod is very complex so it could be painfull to play it on your first run
Large total conversion mods.
(Work In Progress) A revamp of most recipes within the game in order to get much closer to reality.
Large total conversion mods.
Reduces the pollution absorbtion of krastorio air purifiers from -75/m to -10/m.
Small changes concerning balance, gameplay, or graphics.
Take revenge on them! Bite biters back, eat π₯© transform to crude oil π’ to power the factory β‘οΈ and charge your flamethrowers π₯ to turn their blood against themselves! π Inspired by a Reddit comment :D
Mods introducing new content into the game.
Spawners may drop Kervran stones, a rare item that can be used for resource generation.
Small changes concerning balance, gameplay, or graphics.