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.
A cosmetic mod that makes it pitch black at night. It can be used with other mods like Space Exploration with no ill effects. Compared to other dark night mods, this mod uses the standard blue nighttime shading as it gets dark.
Small changes concerning balance, gameplay, or graphics.
Adds a radar that does not scan, but reveals a larger area than the normal radar.
Resource harvesting Ore trucks, Tiberium harvesters and refineries from Red Alert and Tiberium Dawn.
Mods introducing new content into the game.
This mod adds street lamps (electric poles that light the surrounding area).
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Smaller icon for Logistic Delivery (Robots)
Small changes concerning balance, gameplay, or graphics.
Adds both railroad and stationary artillery which can fire atomic artillery shells
Three new types of armors, everyone is perfect for its own purpose, and a new fusion reactor. The MKWork has great inventory bonus, The MKFight has great resistance, The MKX has a giant equipment grid, The Solar Fusion Reactor provides 4MW of portable power.
Mods introducing new content into the game.
Extends Hazard Lights to add lights to any player buildable building that is big enough
A mod that adds light to the cornors of common buildings at night to stop you from driving into them
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Various terrain generators to demonstrate the noise expression system
Mods introducing new content into the game.
Fast, filter, stack, and filter stack long-handed inserters now added
Mods introducing new content into the game.
Configure the stack size of crated items from Deadlock's crating mod. Increase it from the default of 5 to between 10 (2x items per stack) and 50 (10x items per stack).
Mods introducing new content into the game.
Some of my personal tweaks, uploaded here for easier distribution.
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.
Collections of mods with tweaks to make them work together.
Good news to announce! Coop-Secure-Spawn-Areas is now pretty stable on multiplayer sessions! It's still work-in-progress, but you are now able to create forces, join them and set the diplomancy of those forces. You are also able to clone the spawn starting area, but it's ugly atm. This mod creates teams and also modifies the map to have separated secure starting spawn areas. Think of each Base for each Team. Enjoy and have fun!
Mods introducing new content into the game.
changed dependencies to >= instead of = to see if the mod portal will auto download all the dependencies | It's 'New Game+'. Everything is harder and more complex, plus more toys to play with.