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 allows Krastorio2 personal equipment to be placed in Bob's high-tier armor.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
you can now craft the spaceship debris in a regular game! (including parts from the cancelled campaign map arrival)
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A fix for Galindell's mod until it is updated; https://mods.factorio.com/mod/galindell-world "Life is Factorio. 12 factions are fighting for the planet. 4 aliens, 4 human, 4 robotic."
Mods introducing new content into the game.
Mods introducing new content into the game.
Start with one of three item kits to jump start your Factorio experience. The kit can be selected in the mod config settings. You can also choose to start with a Spidertron, remote, and some logistics stuff for it.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds portable fission generators, radioisotope thermoelectric generators, and factory-level fusion power.
Mods introducing new content into the game.
This mod allows you to turn off the screen burn effect caused by Atomic Rockets, or change the range that its visible from.
Biter Bacon, a delicious gourmet food inspired by KatherineOfSky; original author: Naxela
Alters the recipe of Satellites to require a Radioisotope Thermoelectric Generator, created from Uranium Fuel Cells. Intended to make the 0.15 nuclear content feel more integrated into the main game.
Small changes concerning balance, gameplay, or graphics.
Adds a subtle tint to the glow of burner entities depending on what fuel they're using.
Small changes concerning balance, gameplay, or graphics.
This mod simply changes the colors/brightness of the K2 tank to be more in line with vanilla vehicles.
Small changes concerning balance, gameplay, or graphics.
I removed the surveillance techs from this for my own game. All credit goes to Afforess and pw_sys for making the mod
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Makes many small changes to vanilla machines and inserters to allow for a more optimised end game
Mods introducing new content into the game.
Replaces science icons with new hi-res and mipmapped versions based on FFF-275. With support for Pyanodons and Bobs Mods.
Multiplies all of the technology bonuses. Was intended to be used in games where the tech multiplier was increased but the infinite researches stay the same.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Gives the player basic items to use robots at the start of the game.