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.
Mods introducing new content into the game.
This mod will allow you to choose a set of preset items you will start with. See description for details on the different sizes.
Mods introducing new content into the game.
Mods introducing new content into the game.
Allows you to customize and tweak cliff explosives makes them cost 1 grenade and 1 explosive by default, this also provides settings to tweak the Tree Nuke mod recipe but DOES NOT change it by default.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Allows you to enable productivity on non-intermediate recipes and/or beacons.
I updated this for 1.1, I don't own this. You can do all fluids in a Assembling Machine. Works with any modded fluids.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod adds a god version of the modules (without the negative effects) and a combined god module.
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.
Simple almost minimalistic Quick Start Mod: Start with one of 9 startup kits (Empty, Default, Default-militant, Tiny, Small, Medium, Big, Huge or CUSTOM) to improve or decrease your Factorio experience. The kit can be selected in the mod config settings. You can also choose to put items from kit to your quickbar or to do some research in advance (huge or custom kit). Now you can select what to put in which quickbar slot.
Mods introducing new content into the game.
This mod makes the gameplay slightly easier. You win by placing a belt.
Mods introducing new content into the game.
A mod for Factorio that lets you skip researching. Just start a research and it finishes automatically.
Mods introducing new content into the game.