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 weather station from which you get the luminosity, the wind speed and wind direction. Works fine with the last version of "reasonable wind turbine" I have published.
Mods introducing new content into the game.
Before the 16.23 update, modded beacons with productivity modules would effect machines they weren't supposed to. Some people thought this was a bug (even though you would need to use cheats for the beacons to accept the module in the first place). Others thought this was a nice work around to use productivity on machines that normally wouldn't allow them. And the 3rd group didn't see this as cheating at all, but a clever way to get around the limitations.
Mods introducing new content into the game.
Mods introducing new content into the game.
Faster collection of stack and filter inserters without any animations for lower CPU usage. Moves items very fast
Mods introducing new content into the game.
This adds another Electric Furnace that has significantly faster smelting speed
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds 2 tiers Mining Drills, Solar Panel, and Accumulators that are costly but powerful and also lets you upgrade beginning machines to the late game machines.
Mods introducing new content into the game.
Adds two new, faster cars with new controls to offer a viable alternative to PAX trains.
Mods introducing new content into the game.
Speed across land and water in your own personal hovercraft, but watch out for trees! Now with Missiles!
Mods introducing new content into the game.
Mods introducing new content into the game.
Biters drop Meat. Meat is fuel. Blood is steam. Bones are bullets.
Mods introducing new content into the game.
Belt speeds are a 2^N progression being 1,2,4,8. Belt costs adjusted.
Mods introducing new content into the game.
Provides alternative methods of Plastic and Battery production based on methane instead of oil. Methane can be created from water and carbon dioxide.
Mods introducing new content into the game.
Mirrors/Flips a blueprint in hand. Input/output priorities fixed
Mods introducing new content into the game.
Mods introducing new content into the game.
More then only one size of nuclear reactor, small reactors make lower power, but bigger make higher
Mods introducing new content into the game.
Bringing Sentry Guns to your Factory for early, and reliable defense in situations where one cannot yet leverage turrets
Mods introducing new content into the game.
Mods introducing new content into the game.
Its a Corrosive Planet. Your machines will slowly get damage, and you have to repair them before it blows up.
Mods introducing new content into the game.
Logistic chests are available immediately after logistics robots and only need red and green tech.
Mods introducing new content into the game.