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.
Adds a cannon mounted turret and specific cannon shell magazine ammunition that behave like the tank shells without friendly fire colliding. Bonus technology to make all walls and gates resistant to explosions to better works with the cannon turret.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Find where in your factory items & fluids are made, used or stored. Search assemblers, furnaces, chests & storage tanks for specified item(s).
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds all the cars/tanks I've done so far.
Collections of mods with tweaks to make them work together.
This mod adds a new way to recover sulfur from acidic gas, and coke to carbon dioxide reaction. Rebalancing of hydrazine gas creation was also added.
Small changes concerning balance, gameplay, or graphics.
Made-for-fun mod that adds "placeable-off-grid" flag to every entity in the game.
Large total conversion mods.
Precursor to Coal Liquefaction, turns Coal into Petroleum Gas and Solid Fuel. Updated from Autolykos' 0.17 mod.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Requires Bob's functions library mod. This mod is designed as an extension to be used with the full Bob's mods set. This mod adds the following settings, which can be individually enabled: - Force water from ground water: Ground water pumpjacks extract water instead of pure water, regardless of other Bob's settings. This makes normal underground water available on super-dry desert maps. - Water remineralisation: Distilleries and chemical plants are able to convert pure water back into water through water remineralisation. - Water remineralisation with stone: Stone is an additional ingredient required for water remineralisation. Only chemical plants are able to run this process.
Large total conversion mods.
Copy and paste modules together with machine settings. Now also works with blueprints!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds the the Landkreuzer P.1000 Ratte. Now with HR textures!
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Export metrics from your factorio game in influx format. Watch in Grafana.
Small changes concerning balance, gameplay, or graphics.
Removes the restrictions on productivity modules in beacons and allows those modules to affect ALL recipes. Also provides settings to change vanilla beacon stats. All features can be disabled individually - no forced side effects.
Mods introducing new content into the game.