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.
Adds a hotkey to highlight and delete unconnected undergound pipes near the player.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod alerts you when spawners start consuming pollution. Surprise them before they surprise you!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Collections of mods with tweaks to make them work together.
Fork of ick's. Custom version of the Sea Block Pack. Other than the original mod pack this mod applies some small changes, mostly hiding unnecessary clutter and reordering stuff. All changes, including to dependencies, can be found in the description on the Factorio Mod Portal.
Collections of mods with tweaks to make them work together.
This mod adds a god version of the modules (without the negative effects) and a combined god module.
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.
You can extract liquid iron and liquid copper. Refrigerate them to make plates.
Mods introducing new content into the game.
Mods introducing new content into the game.
changing spidertron grid to 20 * 10 and inventory to 140
Makes the supply area for small and medium electric poles match their wire reach, so that you can get full coverage from drag-building power poles. Slightly reduces connection range to force connection ranges to odd numbers of tiles, then raises power coverage range to match. Compatible with Bob's Power and Factorissimo.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Inserters and belts must move items east or south. Furthermore, trains must not carry cargo east or south.
Mods introducing new content into the game.
Mod focussed on giving better and specialized tanks. Giving you more options to attack in early and mid game.
Mods introducing new content into the game.
Re-enables selecting recipes in oil refineries
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
New look for iron, copper and uranium ores. Now, they have colors of real ores, not refined metals. Also, uranium ore glow is decreased to 70%. (Configurable and with support for other mods.)
Small changes concerning balance, gameplay, or graphics.
Fixed version of better bots for 1.1, find original: https://mods.factorio.com/mod/BetterBots/discussion/5fcbab5123a3f47151037856
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.