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.
Adds icons to resources on the map, optionally with a label and the resource count.
Small changes concerning balance, gameplay, or graphics.
Fixes inconsistency with all barrels unlocked at once, without unlocking required fluids (like lubricant barrel recipe without lubricant researched). Good for new players because it reduces overwhelm of new recipes in early game.
Small changes concerning balance, gameplay, or graphics.
Increase the fluid pressure of the underground pump to overcome the residual fluid problem in mixed pipe settings.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Meant to be installed instead of the original mod by SacredAnarchy when playing K2+SE
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Allowing access to logistics system earlier in Industrial Revolution 3
Small changes concerning balance, gameplay, or graphics.
A light bot start with basic modular armour, a pair of roboports, a few bots, and equipment to power them.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Adds Space Pipe Variants Of Flow Control's Pipe Junctions, An Extra Setting And Some Setting Compatibility With Other Mods
Small changes concerning balance, gameplay, or graphics.
Adds a recipie to stack artillery shells to make them easier to transport
Small changes concerning balance, gameplay, or graphics.
Increase supply area distance and maximum wire distance of electric-pole (medium electric-pole, big electric-pole, and substation)
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Various Bug fixes for Yuoki (Recipes, Icons, Typo's, etc...) Also includes QOL changes by JATMN Mod Integrations: - Angel's Bioprocessing, Refining, Smelting, Petrochemical Processing... - Bob's Electronics, Adjustable Inserters, Modules, Ore's, Vehicle Equipment... - Pyanodons Industry, Raw Ores - Krastorio 2 - 248k - more to come..
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Reskins items, entities, and technologies within Angel's mods to add tier colors and icon labeling. Features high-res icons and updated models, lighting and sprites, and supports player-customizable tier labels, colors and mapping. Part of the Artisanal Reskins series.
Small changes concerning balance, gameplay, or graphics.
Reskins items, entities, and technologies within Bob's mods to add tier colors and icon labeling. Features high-res icons and updated sprites to align with vanilla Factorio, and supports player-customizable tier labels, colors and mapping. Part of the Artisanal Reskins series.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
A mod for Bob's mods. Reintroduces green to red to blue circuit progression. New circuits result in overall increased resource usage. Reduces module count and types.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.