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.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Enjoy four more tracks during gameplay. Where three of them are from earlier versions of Factorio - remastered by ruhroh. In addition to that, I added the main-menu track to the rotation of ambient sound.
Small changes concerning balance, gameplay, or graphics.
Adds a speaker to the game that includes 189 instruments for use in music production.
Collections of mods with tweaks to make them work together.
Collections of mods with tweaks to make them work together.
Collections of mods with tweaks to make them work together.
Collections of mods with tweaks to make them work together.
Collections of mods with tweaks to make them work together.
adds water patches as a pumpable resource similar to oil, adds option to have pumpjacks unlocked from the start, adds options for whether water/oil should be infinite
Mods introducing new content into the game.
Replaces vanilla sprites with higher resolution versions created with machine learning. This mod does nothing on it's own.
Collections of mods with tweaks to make them work together.
A Mod to allow for variable lane splitters with programmable behaviour. Continuing the mod for the time being as themadgunman seems to be absent.
Mods introducing new content into the game.
Turns the once peaceful biters into different factions, warring for domination over Nauvis alongside the player. They will fight amongst themselves for land.
Mods introducing new content into the game.
Ore patches will always stay full. Works for vanilla and modded gameplay, allowing for infinite ores in them as well.
Automatically upgrade buildings by hand or with construction robots.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Provides a tool to remove and instantly replace electricity infrastructure in an area, cosmetically cleaning up any inconsistent power cable due to out of order building while leaving circuit wiring alone
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Provides tools for requesting robot installation and removal of modules from machines
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Cargo wagons which can directly request items from, and provide items to, the logistic network. Configure items to request and provide at each station for each logistic cargo wagon, allowing flexibility in unloading on curves, changing train length easily without building infrastructure, and further boost loading and unloading rate through robot speed research.
Mods introducing new content into the game.