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.
Shows you where to put the splitter on the main bus so the output is exactly where you want it.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Generates a graphviz diagram for the selected combinator circuits.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Build a great factory within the tiny space (128x128) given to you. Resources are limited in size, but yields are virtually infinite (except trees). Try to squeeze as much science out of them!
Scenarios, maps, and puzzles.
Changes any non-infinite resource into an infinite resource with configurable global yield and depletion.
Mods introducing new content into the game.
Energy production isn't the only use of nuclear fusion. Weapons of mass destruction are another use, for example. Fully compatible with True Nukes, K2, Angel's/Bob's, SE and IR2. Addon to Realistic Fusion Power.
Mods introducing new content into the game.
A high-damage laser tank with heavy armour. Can be automated with AAI Programmable Vehicles mod.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Lost crafting time is compensated. Your craft speeds up depending on your craft activity. Anyone can translate the mod on Crowdin. https://crowdin.com/project/factorio-mods-localization
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Multi-language support for Schall mod series. Locale: English, Deutsch, 正體中文, 简体中文, Русский, Português Brasileiro, Español
Translations for other mods.
Fixes bob's alternative science colors to work with omnilib (omnilib specifically overrides it)
Cardinal - Vehicle assist tool for convenient and subtle auto-alignment while driving. "I'm not the dev, just a QuickFix for 0.18" Dae#5125 on discord for any feedback original idea by Nimphious
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds infinite ores for the base game, Bobmods, Yuoki Industries, Uranium Power, Nucular, Dark Matter Replicators and the base ores for AngelsRefining. Best used with RSO mod to have infinite ores in the core of regular resource patches. Has config options to change the yield for all infinite resources including oil
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Mod Mash Splinter for Electronics, Increases circuit production chain complexity. Adds alternate recipes with a tradeoff and New! AI Circuit alternates.
This mod changes the normal prices of recipes and technologies to cheaper ones, allowing for a much faster gameplayer and expansion. Designed for a quick factorio gaming session.
Small changes concerning balance, gameplay, or graphics.
This mod is the opposite of "expensive" recipe and technology settings and reduces the prices of things in the "normal" price settings. Prices are reduced in the same ratio by which they would be increased with the "expensive" settings. Since the "expensive" technology recipes are the same as "normal", this mod simply reduces the technology costs by approximately 4, since the official Marathon settings use a technology price multiplier of 4.
Small changes concerning balance, gameplay, or graphics.
Increases bonus walking speed on bricks, concrete and other tiles. Also works for mod tiles.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.