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.
¿Ever wanted to do a Bob's and Angel's Lazy run? This mod adds a new assembling machine at the start of the game so you can disable crafting and do a 100% lazy run.
Mods introducing new content into the game.
This mod adds a new map generator preset for speedrunning the game.
Rebalances modules to be more viable at all levels as well as viable both in combinations or with only one type used.
Small changes concerning balance, gameplay, or graphics.
Scenarios, maps, and puzzles.
This mod allows you to select certain areas of your factory for analysis, revealing what your machines are spending their time on. This will help you pin-point bottlenecks in your designs more easily.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A reliable train-based logistic system that is relatively simple to use
Mods introducing new content into the game.
Forces mod buttons to look uniform and aligned, harminizes icons, and adds visual options for buttons. Supports about 116 mods with buttons (=most of them) : Factory Planner, Helmod, YARM, Module Inserter, Bob's mods, Pyanodon, Schall's mods, Todolist, Creative Mod, BeastFinder, Blueprint-request, CleanMap, Death Counter, FJEI, 248k, Hive Mind, Outpost Planner, Silo Stats, Attila Zoom, Zoom, Auto Trash, Teleportation, RPG, Trashcan, Kuxynator's mods, Factorissimo2...
Small changes concerning balance, gameplay, or graphics.
Gets TSM in to the DyWorld research early tree
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Changes diplomacy as someone damages another force (ignores walls, gates, players, units, trees and simple entities)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Creates 2 friendly teams and splits the map into two sides. Sides are connected by small lines wide enough for 1 rail track. There is no uranium on the left side and no crude-oil on the right and both teams have some recipes disabled to enforce cooperation.
Replaces random train names with ship names from Azur Lane and random train station names with port names from Wikipedia
Small changes concerning balance, gameplay, or graphics.
Seems most people I talk to have turned off all sounds because they dont like the new biter sounds. This restores the 'working_sound' attribute back to the vanilla default
Gets Advanced Fluid Handling in to the DyWorld research early tree
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Improved-Q is a copy of Better-Q mod created by Michael Lucey and made to work with factorio >=1.1.0. This is a simple Mod that layers additional functionality over the in-game Pipette('Q') function.
Mods introducing new content into the game.