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.
Flying vehicle like aeroplanes. You need to achieve a certain speed for take off. Fork of Raven from maroder with raise_built and raise_destroy added.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
You can reach anything you can see. You can build anywhere you can see. I just modified supported Factorio versions.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Autosaves the game (using a configurable prefix) on every hour of game-time
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Cars are now aligned to the grid when placed, so they neatly fit between beacons. Cars can be disabled on placement to improve UPS when there are a lot of cars.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Replaces the substation texture with the one from version 0.16 and before.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Marks entities that spawn on resouces for deconstruction.
Mods introducing new content into the game.
Allows you to walk between what used to be obstacles such as directly adjacent solar panels, pipes, steam engines, mining drills, and chests. No more frustration when walking about your base!
Mods introducing new content into the game.
Adds new drills and smelters, also changes all drills to 5x5 and furnaces to 3x3
Mods introducing new content into the game.
Mods introducing new content into the game.
Explosive waterboxes create water when destroyed or rotated Based on https://mods.factorio.com/mod/Waterboxes
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Patches an issue caused by ShinyAngelGFX where Angel's casting machines do not output fluids to pipes. Required to output coolant when using Angel's Industries component mode and ShinyAngelGFX.
Mods introducing new content into the game.
Mods introducing new content into the game.
Get a constant combinator blueprint filled with the recipe's ingredients of the hovered machine
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Build long ranged lights that track enemies from a distance! Searchlights are non-damaging, electric-powered turrets requiring Optics technology.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.