Found 1585 mods

Bob's Mining

Adds some useful mining tools and entities.
a day ago
0.13 - 0.17
402363

Bob's Logistics mod

Adds logistic related things.
a day ago
0.13 - 0.17
602188

Bob's Electronics

Adds a whole new electronics production chain.
a day ago
0.13 - 0.17
404589

Bob's Assembling machines

Adds assembling machines 4, 5 and 6. And other machine higher tiers too.
a day ago
0.13 - 0.17
451976

This is mine [raw edition]

Kill something or somebody and the one will be in your faction
a day ago
0.17
21

Early Nuclear Power

by dinoc
This mod adds a several early game nuclear technologies, buildings, and items.
a day ago
0.17
307

Planes by NikolaTech

Mod add a prop plane in the game. Unstable 0.4.1 version
a day ago
0.17
26

King's Nuclear Bots

by Kingdud
Nuclear powered robots that don't need to recharge. Forked from Buggi's Nuclear Bots and changed to have a more balanced formula, not have 3x the speed of normal bots, fire immunity, and some acid resistance for construction bots. Finally a use for all that Uranium that piles up! The recipie was scaled to require as much energy as a normal bot would use in 21 years - about the same time that a nuclear submarine reactor core lasts.
a day ago
0.17
27

Bitercide

by dorfl
Late-game alternative to artillery for mass culling of biters. Aerosol poison dispersed by an airburst bomb rocket payload. Range starts at 1km with infinite research.
a day ago
0.17
38

Disco Science

Makes science labs light up with the colours of the science packs they are consuming.
a day ago
0.17
9660

Robosubstation

by dorfl
A Substation with robot recharge ports and a security camera.
a day ago
0.17
998

Asphalt Roads

by Arcitos
Asphalt pavement for increased vehicle speed. Also includes tiles for lane marking (single and double lines) and various hazard areas.
a day ago
0.14 - 0.17
51600

Factorio DrugLab

by Shenpen
Adds illicit drug manufacture: Bozuco and cocaine production on a grand scale is possible with the lastest Factorio DrugLab equipment. More information: http://www.resourceaddiction.com/factorio-druglab/
a day ago
0.15 - 0.17
3472

Junk Train (omniwood edition)

by SqFKYo
Adds weak tier 0 trains with much lower tech requirements, but more limits. Graphics by kaueNP and d3x0r!
a day ago
0.17 - 0.17.17
72

Pyanodons Industry

Adds industry based buildings to the game.
a day ago
0.16 - 0.17
38770

Robot Attrition

Very occasionally if you have heavy logistic bot congestion a logistic bot will crash. The crash rate is configurable (down to near-zero). A construction bot will automatically retrieve the dropped cargo, it is not lost. This means logistic bots are best used for higher value items like engines or power poles, using them for low value items like ore and copper wire is OK but less resource efficient. Bot-based item malls are totally fine. 100% bot-factories are still viable but need maybe 1% extra resources (if that). Bot-train ore unloading is viable but not ideal. Bots carrying ore from distant lands when you should be using trains is where things can become unsustainable unless you reduce the crash rate.
a day ago
0.15 - 0.17
2317

DarkModules

by Dark_K1
This mod adds in modules which are adding only positive effects.
2 days ago
0.17
65

Deadlock's Larger Lamp

A 2x2 lamp which casts a wide, soft glow. Lines up with rails and large power poles.
2 days ago
0.17
1184

YARM - Resource Monitor

by Narc
This mod helps you to keep track of your mining sites.
2 days ago
0.14 - 0.17
262390

Helpfull_stuff

by Lampje
Helpfull stuff, just a few things to help out: Longer pickup range, Larger inventory, Radars look futher.
2 days ago
0.15 - 0.17
1274