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.
Display LTN's Provider and Requester contents for specific Network ID's as combinator output.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Adds expanded processes for circuit production, new recipes, and new materials like quartz and tin.
Adds new ores such as nickel, aluminum, chromium and shale. Adds new ways to get electricity. Changes oil processing. Requires Enchanted Electronics and Enchanted Nuclear.
Options to automatically enter car or loco when placed. Option to try to mine it when you exit.
Collections of mods with tweaks to make them work together.
Adds neptunium, plutonium, thorium and radium processing. (Maintained by Scrapper_101)
Mods introducing new content into the game.
Mods introducing new content into the game.
AKA gotta go fast. Tweaks tile speed and other settings of all tiles in the game. Who wants to be moving slowly?
Material Expensive, balanced, oil-free, tech-early logistic and construction robots. #robots #logistics #early-game #resource-intensive #construction-robots #roboport
Mods introducing new content into the game.
Adds more powerful combat capability to keep up with numerous and/or powerful enemies and huge biter bases.
Mods introducing new content into the game.
Adds faster electric furnaces and other production machines, and some other production enhancers like better drills, pumps and modules.
Mods introducing new content into the game.
Makes pollution generation and handling a much greater focus of the game, as pollution is both much nastier to the environment, to your factory, and to you, much more likely to turn the natives against you, and much harder to ignore. Also adds new technologies and infrastructure for environmentally-conscious factory planners to avoid the worst of these problems.
Mods introducing new content into the game.
Expands the early (pre-electricity) game so that there actually is some time spent with burner hardware.
Small changes concerning balance, gameplay, or graphics.
Adds the ability to use chemical production to produce chemicals that mimic biter pheromones, allowing you to regionally alter their behavior.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds a storage depot controller designed for use in train stations, which can take large quantities of multiple item types and allow for belt-based dynamic train systems.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.