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.
Makes the quickbars work more like minecraft for better controller support
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Factorissimo but instead of a factory warehouse it's a copy-paste circuit warehouse. A composite combinator combined with combinations of combinators from a combinator combinator
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Adds a few non-combat suit dedicated for engineers. Enhanced carrying capacity and equipment grid for efficient base building, but absolutely no combat capability. (Locale: English, Deutsch, 正體中文, Português Brasileiro, Русский)
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
The mod provides a custom entity which allows the user to create any number of decider & arithmetic combinators in a single entity. Improved Combinator also provides timer utilities that allow for timers to be setup which can call specific combinators at a specified time.
Mods introducing new content into the game.
The Portable Fusion Reactor equipment no longer provides free energy and requires water barrels as fuel.
The stack size of placeable terrain tiles is increased to 1000.
Changes the crafting speeds of motors and electric motors to have better ratios with the rest of the game. Adapted for AAI's revised motor recipes. Original mod by Jackalope_Gaming. Also adds support for "AAI Fast Motor Crafting" mod option.
Small changes concerning balance, gameplay, or graphics.
The Spidertron no longer runs for free and requires fusion fuel.
Lets you configure the max speed of Cargo wagons, Fluid wagons, Artillery Wagons, and (if installed) Vehicle Wagons
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Enjoy the shuddering sounds of the harbinger of destruction and doom: This mod adds more alert and siren sounds for programmable speakers. Bonus sound: Railroad crossing bells! Updated for v1.1
Small changes concerning balance, gameplay, or graphics.
First rocket launches are totally not safe. You must research technologies to reduce chances of rocket explosions.
Adds barbed-spikes, which can be placed down and hurts and slows down any enemy that walks on it. They can be upgraded to: Reinforced (more health and damage) Slowing (slows down more) Poison (deals extra damage) or any combination of the three. Original mod developers: MatheFactor and Kabaril. Updated and maintained by MrAlwaysAwesome.
Mods introducing new content into the game.
Enforce player to use automation and tools upgrades by slower character actions. By few upgrades, player actions will return to normal, so it has effect just from beginning.
Small changes concerning balance, gameplay, or graphics.