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.
Terraforming the planet should be expensive. Landfill is too cheap.
Adds expensive post-rocket late-game researches to unlock express unloading, unlimited mining, oil production and large energy source. To keep the game somewhat fair-ish, the items themselves are also extremely expensive, somewhere between half to same resources as it would take for equivalent setup.
Mods introducing new content into the game.
Original mod adds a configurable equipment grid to any base or modded vehicle without grid. This just makes it compatible with Krastorio 2 instead of VortiK's Armor Plating. (original mod has an incompatibility with Krastorio 2 to resolve a dependency loop. See https://mods.factorio.com/mod/VehicleGrid/discussion/5ea83f9919bd88001058d56a)
Mods introducing new content into the game.
updated by shinoharvest Long chests meant for the unloading of train cargo.
Mods introducing new content into the game.
Dig canals to extend or connect bodies of water. - Adds waterfill and swimming - Biters, players, and vehicles are slowed down in water
Mods introducing new content into the game.
This mod makes the mining drill status lights bigger, duh...
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Make trains into super-fast player killers that travel at very high speed but only carry 50% of their normal capacity. Original author Hermitude but the destiny of mod was past on me :D
Mods introducing new content into the game.
Adds options to change the crafting cost and time of platforms by notnotmelon. Based upon Expensive Landfill by Soggs
Disables everything except for the Exoskeleton and Fusion Reactor MK2 in Daniel Solyom's Advanced Equipment mod.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
A glowing enigmatic life form was found to inhabit alien forests at night. Based on the update by mk-fg to the original mod by Betep3akata.
Mods introducing new content into the game.
Increasing the efficiency of creating steel, by adding extra steps.
Small changes concerning balance, gameplay, or graphics.
Adds Larger stack Size. And Vehicle Grid. And other adjustments for server
A free shortcut bar entry to teleport the player to anywhere on the map
Mods introducing new content into the game.
Adds many more achievements for players that feel there aren't enough, ranging from progression based to difficult.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.