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.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Sets the entire world to refined concrete. Uses a more performant way to set the tiles. Removes annoying rocks, fish, and decorations (optional).
Mods introducing new content into the game.
Burner inserters and machines run faster if their fuel has an acceleration bonus.
Mods introducing new content into the game.
Scenarios, maps, and puzzles.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Automatically adjust the construction queue update rate at runtime to check every ghost on the map at least once in a set time frame (default 10 seconds).
Small changes concerning balance, gameplay, or graphics.
The idea of the mod is to generate timestamped saves so that they can later be used to generate a time lapsed view of the saves progression over time.
This mod will stop inserters chasing items on a belt (setting was added in 0.18.11), Rseding once said searching the belts is UPS expensive (https://forums.factorio.com/viewtopic.php?p=370464#p370464)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Import and export quickbar filters as blueprints. Set a default template that will be applied when you start a new game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Extremely, ridiculously dense forests. Incorporates new biomes and trees from other mods.
Allows map presets that attempt to give you an island start, but with other islands/continents instead of the infinite ocean from vanilla's Island mode. If you wish for a biter-free start, please use map preview - as your starter island may collide with a larger island. Also offers a mode using vanilla terrain generation but with a guaranteed island.
Mods introducing new content into the game.
Fixes the construction bots stupidly flying into fire by giving them 100% fire resistance.
Mods introducing new content into the game.
This mod lets you burn things made out of wood. Small Electric Poles and Wooden Chests are made out of wood. Wood burns. With this mod they can be "recycled" as fuel in burners as it was the case prior to Factorio Version 0.17. 0.75MJ for a power pole 3MJ per chest
This mod dynamically adjusts the research speed and productivity based on the current count of online players. It allows to slow down or even stop the research in case none or only a few players are online.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.