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.
Mods introducing new content into the game.
This mod was further developed to include more types of events, and output them to the factorio-current.log in order to be readable by bot integrations.
Gathers set amount of data during data-final-fixes phase, allowing it to also retrieve icon paths. Currently gathers set bits of data regarding recipes, items, fluids, assembling machines, furnaces, mining drills, offshore pumps, modules and item groups. The JSON export is contained in Factorio's log, so you'll still need to automate some form of extraction from there. Not relevant for data in this export (as of time of writing), but some values in data.raw use infinity. The JSON parses used converts this to `(-)inf` as a value, which is invalid JSON. Make sure to perform a simple replace on this to something sensible for your usecase, eg. 0 or "inf".
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod adds scrap to some intermediate recipes. The scrap have to be taken into account in your logistic, at the end these can be recycled to base material.
Allows you to set the default and technology bonus cargo size of the worker robots.
Small changes concerning balance, gameplay, or graphics.
Upgrade recipes for armor, furnaces etc. Signals with recipe icons that are missing in vanilla. Variated mining results for trees, rocks and fish. Missing dependencies for bonus technologies. Highly configurable.
Small changes concerning balance, gameplay, or graphics.
Not part of the official Pyanodon Mods suite! Similar to other quickstart mods but uses Pyanodon construction robots. Includes plates, miners, personal roboport, pynobots. Based on quick-start by Pasukaru
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Add realistic nuclear reactors including a breeder reactor type and cooling tower. The reactors must be controlled through integrated circuit interface signals. The thermal energy output is dynamic and depends on reactor core temperature. The reactors require sophisticated designs of their cooling system and heat-pipe network. If the operational conditions aren't met then a reactor core meltdown with dangerous consequences occurs
Mods introducing new content into the game.
Adds a new train station (Dispatcher) that dispatches waiting trains to a station when a dispatch virtual signal is received (target station ID is provided via the signal).
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
You've used your ingenuity as an engineer to hack your original splitter design, creating new splitters that perfectly balance transport belt inputs. These hacked splitters require extra circuitry and are best used with single-item belts as they no longer perform the function of their baser models. They unlock when their respective counterparts become available.
Mods introducing new content into the game.
Convert Science up and down a tier! Now with: N.A.R.O.S "N.aros A.rtificially R.esearched O.uter S.pace" Space science!
This mod adds in mixed ore patches in the style of the Biter Battle scenario.
Mods introducing new content into the game.
Enforces 90° angles for auto-connections when electric poles are placed.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Supply resources to your homeworld so that civilization can be restored. Update of Homeworld mod, originally by ljdp
Mods introducing new content into the game.
Mods introducing new content into the game.