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.
This mod adds a god version of the modules (without the negative effects) and a ultimate god module.
Mods introducing new content into the game.
For fluids with more than one temperature used, generate Fluid Handling recipes for every temperature, so the temperature is kept when emptying barrels.
A small mod that adds craftable saplings that grow into vanilla trees, and a way to farm them. This includes a patch to make the mod work in 1.1 when bots, scripts or blueprints create planters/saplings.
Mods introducing new content into the game.
Power your armor with fossil fuels as a midpoint between solar panels and fusion generators.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
This mod seperates Regular and Stack Inserter Capacity Research, and adds infinite versions of the technologies.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Additional useful modules for your armor with modular grid system
Mods introducing new content into the game.
Adds new tiers of nuclear reactors with the goal of minimizing entity counts and allowing updates-per-second (UPS) friendly nuclear setups. Also, adds a burner heat source that requires green and red science to allow the efficient use of coal with turbines and heat exchangers.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Load blueprint strings created in Factorio 0.14 and earlier. Most obviously: they begin with H
Mods introducing new content into the game.
Large total conversion mods.
This mod adds some Deadlock stacking recipes for Picklock' mods' resources. No recipes provided for machines.
Greatly expands the extent of mine warfare! Adds various land mines. Currently includes incendiary land mine, anti-tank land mine, napalm land mine, poison land mine, atomic land mine. Also adds different ways for mine scattering and sweeping. (Locale: English, Deutsch, æ£é«”ä¸æ–‡, Português Brasileiro)
Mods introducing new content into the game.