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.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Allows you to convert iron ore, copper ore, coal, sulfur, and uranium into landfill. Also supports various angel's/bob's ores.
Widens the range of electrical poles so that they don't have empty areas in between them.
Small changes concerning balance, gameplay, or graphics.
A free to make and easy to destroy placeholder item. It can be used to fill dead ends of belts and splitters to not waste other items. Perfect for people with OCD!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Removes the default items in from player's inventory on spawn/respawn. (Possible to configure to remove only weapons or leave only them.) Before disabling/removing this mod, restore the default items on all your saves. (Load the save, change mod settings and save again.)
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
Scales cargo ships so their carry : weight ratio is simmilar to trains (it should be even better, as ships are more efficient, but let it be at least equal)
Small changes concerning balance, gameplay, or graphics.
Spy mod was created for multiplayer use with multiple forces. It boosts technologies of all forces (even those who are yet to be created*),when one of forces finish research. The purpose of this is to work with "every player in his own force" scenarios - so that players won't lag so far behind others in tech for long and hopefully won't get overrun by biters. Once one player will make technological breakthrough -> rest have easier path to follow.
Small changes concerning balance, gameplay, or graphics.
Reworked version of the 'Alien Loot Economy' mod, using new textures, icons and rebalanced items, and updated for v1.1 by ptx0.
Makes all resources infinite. This mod is not under active development.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
This is a futureproof todolist modification. It features multiple levels of subtasks, map location per task, reference panels and more! It has 100% force support!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.