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.
This mod adds an extra mk for the things you love in Factorio. Power Armor mk 3? You got it! Speed-, Efficiency-, and Productivity module 4? Most definitely! Productivity modules can now be placed in Beacons, while the Productivity module 4 does not have recipe-based limitations. Enjoy :D -Siffer & Tyflon
Mods introducing new content into the game.
Mods introducing new content into the game.
Whenever an object is placed by the player (including blueprints), it will set nearby trees to be deconstructed automatically (as if with a deconstruction planner). There is also a command to do this for already placed buildings (which could take a long time: /atdcall). There are 3 settings: 1. The radius to deconstruct trees. Default 15 tiles. 2. To optionally include rocks in the deconstruction. Default on. 3. To optionally also call the deconstruction when placing tiles (like landfill or concrete). Default off. It's not recommended to use this without a bot-start mod of some sort.
Mods introducing new content into the game.
Makes beacons affect Burner Drills, Stone & Steel Furnaces and Assembling Machines 1, 2 & 3.
Mods introducing new content into the game.
simplified ice ore that can be melted in furnaces for water, credit to darkfrei and Qon for the original mod/balance patch
Mods introducing new content into the game.
changes all terrain (including placed tiles) to absorb the same amount of pollution, and removes tree pollution absorption, leading to a more predictable and balanced pollution minigame
Small changes concerning balance, gameplay, or graphics.
Increases both the recharge speed and energy flow rate of roboports.
A recipe tweak for thermonuclear bomb from madclown and space exploration
Small changes concerning balance, gameplay, or graphics.
This mod tries to fix tech dependencies between Angel's Industries (with Tech Overhaul) and Omnimatter
Bigger Power Armor mk2 grid, bigger Spidertron grid, long reach, better radars, bigger inventory size, cheaper landfill, waterfill
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Stores a list of all items you handcraft for review or file export. Made to aid speedrunning build design. Default hotkey to open/close is F10.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Increases the locomotive power, top speed, increases for the cargo wagon & the fluid wagon capacity
Mods introducing new content into the game.
Adds more starting items to skip the burner/pick phase. Adapted from AGoodStart by ViCticus.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds new ways of fire-fighting but your factory can randomly start burning
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds additional more powerful versions of the Spidertron that can be upgraded from the original.
Adds an infused version of every (even modded) science pack, which every infinite technology will require. Infused versions are made by combining the original with space science pack and some raw resources. This increases complexity and cost of endgame research. Inspired by More Science mod.