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.
Spidertron Extended, with Space Exploration compatibility.
Mods introducing new content into the game.
Adds the icon of Electricity to a useable icon for clusterio web page
Small changes concerning balance, gameplay, or graphics.
Provides Application Specific factories to reduce the entity count on megabase maps. Compression ratio is configurable. IE: you can decide to have each building be equivilant to 25 assemblers, or 1000. The recipes/costs/results/etc will all scale accordingly.
Mods introducing new content into the game.
A single smelter (and centrifuge) that is equivalent to 405 smelters. For saving UPS. Important: Check Changelog before upgrading to 1.100.1!
Mods introducing new content into the game.
Improves UPS with nuclear power by completely overhauling how nuclear energy is produced. Material costs are in-line with vanilla, build complexity is meant to help foster interest in how nuclear actually works.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
A function library and modular high-level modding framework with a focus on runtime scripting.
Mods introducing new content into the game.
Gives N money to your team when you have killed the nests. You can use https://mods.factorio.com/mod/biters_drop_money instead
Mods introducing new content into the game.
Hide recipes you don't use from the player's crafting menu.
Small changes concerning balance, gameplay, or graphics.
Hyperium, not a very friendly resource to work with, but at the end of the road you will have another way to obtain Uranium-235 and upgrade your base. Now with custom Hyperium Solar Panel and Accumulator, and first part of Hyperium Weaponry.
Adds an option to multiply the cost and time needed to finish a research by x and y respectively where x and y depend on the number of packs.
Small changes concerning balance, gameplay, or graphics.
Allows you to change the probability of uranium processing and enrichment producing uranium-235, this is a slightly edited version
Small changes concerning balance, gameplay, or graphics.
Adds googly eyes to inserters. Forked from inserters with eyes. Removed dependency from boblogistics > Initial set of eyes provided by /u/mm177
Small changes concerning balance, gameplay, or graphics.
Adds 2 better tiers for the personal laser defense equipment with increased range, damage and shooting speed. Also adds smaller and balanced 1x1 versions for each tiers able to fill any gap left in your equipment grid !
Mods introducing new content into the game.
This is a rebalanced version of the "Laboratory Productivity" mod by Rhaane. All work (graphics & code) was done by the original mod author, I just changed some numbers. View the description on the mod portal or the changelog for more details.
Small changes concerning balance, gameplay, or graphics.