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.
Adjust inserter pickup and drop positions in world, without GUI.
Small changes concerning balance, gameplay, or graphics.
This mod allows a roboport to insert ghosts in its range to the logistic network
Crash landed on a strange new planet, you, the Engineer, are going to have to get really creative if you want to not just survive, but thrive
Large total conversion mods.
Small changes concerning balance, gameplay, or graphics.
Shows indicators to help you know where to place underground belts and pipes. Fixes an issue with ghost pipes present in the old version
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Large total conversion mods.
Assemblers and Furnaces show the maximum production rate of the currently selected recipe in their GUI.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
generates 'legal' recipes for items from the Editor Extensions mod
Small changes concerning balance, gameplay, or graphics.
5 additional teirs of belts, splitters and undergrounds. Custom belt speed for all 8 tiers in items/second.
Mods introducing new content into the game.
Modpack with features that will be implemented in Factorio 2.0 core game. Separate build of factorio-2ish with all dependencies marked as required for easy installation.
Collections of mods with tweaks to make them work together.
Collections of mods with tweaks to make them work together.
Mods introducing new content into the game.
Adds a large buried storage tank with a capacity of 250k (configurable). Since they are mostly underground you can easily walk / drive over them. Additionally you can select if you want the more vanilla looking opaque top with fill indicator, completely closed top or a transparent one with custom internal fluid animation by changing a startup setting.
Mods introducing new content into the game.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Science pack recipies now really require the full usage of the bobs and angel mods. All relevant bob angel items/liquids/gases are now part of the science pack recipies.
Small changes concerning balance, gameplay, or graphics.
Compresses resources to allow for massively bulk storage. This will eventually look like type specific warehouses without an insertion performance penalty. icons created by Freepik - JunGSa
Mods introducing new content into the game.
Change pickup/drop position for each inserter, change drop/pickup offet, copy-paste settings, custom inserter lenght and more... Enjoy!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a fourth tier of belts, the green belts (60 items / second). A fork of Disie's mod. Recipes had been changed a bit, fast_upgrade from blue belts etc. has been configured. Working on the implementation of smart belt laying. If SE is installed, the added items are recategorised using SE's item groups.
Mods introducing new content into the game.