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.
Automagically colors stations based on the trains' colors.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds weak tier 0 trains with much lower tech requirements, but more limits. Graphics by kaueNP and d3x0r!
Mods introducing new content into the game.
Makes trains feel more 'bulky' - Increases the locomotive weight & power & health, decreases top speed, increases for the cargo wagon & the fluid wagon weight & capacity & health
Mods introducing new content into the game.
Adds a portable generator and nuclear reactor equipment that consumes fuel for power production.
Mods introducing new content into the game.
Mods introducing new content into the game.
Boosts lifetime of bots but gives them limited ammo, bots expire when ammo runs out
Mods introducing new content into the game.
Ever wondered how far your trains have travelled? Now you can see in real time!
Small changes concerning balance, gameplay, or graphics.
Mining drills have much higher power and some bigger mining area (balance is not changed)
Flying robots charge in roboports are really fast (balance is not changed)
Small changes concerning balance, gameplay, or graphics.
adds a spidertron squad remote so you don't have to use 100 remotes to control your spider army. also adds a follow mode for your spider army. And a better entity-follow tool that doesn't require you to link every single spidertron individually Beta versions available on GitHub for testing: https://github.com/npc-strider/spidertron-squad-control/releases
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Reduces clutter in the crafting menu by hiding recipes that aren't craftable by hand.
Small changes concerning balance, gameplay, or graphics.
Some adjustments to Spidertron on top of Krastorio 2's changes.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Rebalances Pyanodons Raw Ores to have more noticeable productivity gains for each technology tier. This makes the game easier... Sorry?
Where DID I leave my car/tank/spidertron/other modded vehicle? This mod adds a tool-belt icon to help you track it down.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Reupload of darkfrei's BurnerOffshorePump mod, compatible with Factorio version 1.1 Original mod: [Burner Offshore Pump](https://mods.factorio.com/mod/BurnerOffshorePump)