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.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Moar Fish! Need I say more? Adds in 4 new types of fish, Cooked Fish, Salted Fish, Robot Fish and the rare Pink Fish, along with two new machines, Fish Net and Evaporation Chamber.
Mods introducing new content into the game.
That mod change recipe for all research and increase cost. Now You need much more assembling machines to make basic science pack.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
[Sound and bad words warning] The robots make different noises now. Code copied by hand from 321freddy's mod Bot Buzz, so if that has problems, so will this one. First mod. The bots now are equally likely to say any sound included in the file.
Small changes concerning balance, gameplay, or graphics.
A collection of non-game-changing, helper and decorative mods I like. Also some small changes to make them more compatible.
Collections of mods with tweaks to make them work together.
Graphics update for Bob's mods. Buildings are colored by tier as well as adding some hi-res versions where bob hasn't yet. NO recipe changes/rebalance.
Small changes concerning balance, gameplay, or graphics.
Rebalance Electric Train to better fit Krastorio 2's tech progression.
Mods introducing new content into the game.
Prevents all car type vehicles from taking impact damage. 'Quick and dirty' port to newer game version, original author 'candysnakes'.
Mods introducing new content into the game.
Adds a a game mode where you landed in an oceanic planet and ways to get materials from sea water but, can you still launch a rocket with only water?
Lets personal construction bots save energy and time by building and deconstructing close things first
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a GUI Menu that allows fine grain control of your starting items for custom play, in existing games use /qsmenu in the console to show the menu
Mods introducing new content into the game.
A set of entirely valid (but strange) prototype definitions to stress-test mods adherance to the specification.
No Engineer is complete without his toolbox, This mod has multipule smaller mods compiled into it. Like barrowing a toolbox you dont know whats inside till you open it :3
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.