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.
Adjusts the recipe for the Fuel Stop by magu5026 to work better with Industrial Revolution 2 by Deadlock989
Small changes concerning balance, gameplay, or graphics.
Adds multiple types of electric powered, self healing walls to keep the biters out.
Mods introducing new content into the game.
A survival kit with stealth management for early game. Now, you can be a secret agent and spy the biters ! (see video)
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
An extensive overhaul, emphasizing detailed and realistic chemistry, materials, and production. Extends the base game to marathon-style complexity.
Large total conversion mods.
Small changes concerning balance, gameplay, or graphics.
Allows changing the priorities of power generators, to build a hierarchy between them.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
This mod add 3 tiers of infinite fuel, every tier can be disabled and more is coming... compatible with krastorio 2 vehicle
Mods introducing new content into the game.
Changes the artillery wagon, such that it now has the same range for manual and automatic firing.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Allow ducts from FluidMustFlow mod applicable in space
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Doubles the number of recharge stations per roboport. Your robots recharge faster, but brownouts occur more often.
Increases the power buffer in the Night Vision equipment to make them last all night even with no other batteries.
Tells you whether or not your logistic requests can be fulfilled. An orange background indicates a request that is going to be fulfilled, a red background indicates that items are missing from the network. Special thanks to Bilka and TheStaplergun for the tips and to Gangsir for his wiki tutorial on modding
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Allows the player to modify cost, amount crafted, stack size and in-world appearance of landfill.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Expands character inventory and shrink it when required, similar to InfiniteInventory.
Mods introducing new content into the game.
Rebalance Electric Train to better fit Krastorio 2's tech progression. Support 1.0 version and later.
Small changes concerning balance, gameplay, or graphics.