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.
Alters the recipe of Satellites to require a Radioisotope Thermoelectric Generator, created from Uranium Fuel Cells. Intended to make uranium processing feel more integrated into the main game and required for space science. Credit to Flaming Carrot for the original.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
This makes Advanced Fluid Handling a little more simple. Intermediates are replaced by the sum of the plates that are needed to make the pipe.
Small changes concerning balance, gameplay, or graphics.
Makes the icons of the zero ('0') & 'Q' signal more easily distinguishable from the letter 'O' signal
Small changes concerning balance, gameplay, or graphics.
Changes the low-resolution graphics of storages to be the high-resolution version instead.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Makes stack sizes, and/or furnace, assembling machine, and mining drill and belt speeds higher (or lower! [configurable])
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Adds a linked surface for the inside of the crash site spaceship - the spaceship wreck whenever you create a new world.
Small changes concerning balance, gameplay, or graphics.
Changes the recipe of the Nuclear Artillery Shell from the mod of the same name by Aephiex. The original NAS mod recipe seems to reflect how ammo is crafting into uranium variants in base game, however this mod changes it to be more like an actual Atomic Bomb built into an artillery shell, with the bomb the original payload of 4 explosive cannon shells. Also adds production science packs to the research of it. Is it generally more expensive? Yes. Does it still go big kaboom? You bet ya.
Small changes concerning balance, gameplay, or graphics.
This mods adds a hotkey to initiate a short and a long honk. Supported are the vanilla car, tank and train as well as a couple mod vehicles. The trains honk on specific events too (adjustable).
Small changes concerning balance, gameplay, or graphics.
Rebalances efficiency modules to be viable at all levels, in assemblers or beacons./nChanges:/nLv.1 Consumption -40% Pollution -20%/nLv.2 Consumption -60% Pollution -30%/nLv.3 Consumption -80% Pollution -40%
Small changes concerning balance, gameplay, or graphics.
Biters have different strength locally. This only takes effect on multiplayer. Biter evolution is dependent on closest player.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
An infinite resource mod that allows miners to continue mining ore resources at the normal vanilla rates (no insane yields!), and then can optionally start decreasing to lower yields after the initial spawned resource amounts are mined, with only a single code execution per resource tile. Includes settings for minimum depletion level and rate of depletion. This mod is for those that want the benefit of infinite resources (never running out), while preserving the vanilla rate and feel.
Small changes concerning balance, gameplay, or graphics.