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.
Update of Bulldozer mod for 0.16. Original mod by Cheata, with updates and contributions from hassad, ckhawks, and amwdrizz; refactored for performance/simplicity by Nexela.
Mods introducing new content into the game.
Adds support in Deadlock's Stacking Beltboxes & Compact Loaders for Bob's mods, FactorioExtended and FactorioExtendedPlus, and Xander's mods, adding beltboxes and loaders to match the belts that those mods add.
Mods introducing new content into the game.
Adds options for experimental stacking enhancements for Deadlock's Stacking Beltboxes - stacking for science, direct smelting of stacks
Mods introducing new content into the game.
Logistics robots can become bigger and slower while carrying more cargo and using battery more efficiently.
Mods introducing new content into the game.
Adds well balanced packing and unpacking facilities to hugely boost belt throughput using crates.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds different classes and tiers of tanks in-par with power armors, having vehicle equipment grid. Aims to fill the gaps the vanilla game should have. Not overhaul nor OP. Vanilla oriented and balanced. (Locale: English, Deutsch, 正體中文, 简体中文, Русский, Português Brasileiro, Español)
Mods introducing new content into the game.
Gather flint from rocks and research burner based technologies. Extends the very beginning of the game.
This mod adds in modules which are adding only positive effects and allows all modules to be used in beacons.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Adds alien artifacts back in to the game. Get artifacts from destroying spawners and worms and craft them into space science packs. Updated to 0.16 and edited by fishycat.
Mods introducing new content into the game.
Total conversion replacing crafting and research with randomized trade routes. Disable all other mods, as only base is supported. It's best to disable map features you don't want in your way. You should not play with biters at least. You were warned!
Large total conversion mods.
Accelerate progressively when starting to run: useful when your max speed is high due to exoskeletons and concrete, and you want to precisely position your character.
Mods introducing new content into the game.
Mods introducing new content into the game.
An extension to the Science Cost Tweaker mod: Change the way science is being made (even more).
Large total conversion mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.