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Revert a product back to its ingredients. Designed for recycling unused items. (Locale: English, Deutsch, 正體中文, 简体中文, Русский, Português Brasileiro)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds scaled up version of recipes, in order to get around the game limitation (60 crafting per second) faced by very high speed machines. This allows for true mass production under healthy UPS. Designed for supporting scaled up machines from “Schall Machine Scaling” mod. (Locale: English, Deutsch, 正體中文, Português Brasileiro)
Mods introducing new content into the game.
Use the new Green Fluid Tank Wagon that gives you the less space (15k) - 100% credit to DellAquila (I just changed it from big to small)
Mods introducing new content into the game.
Adds small & tiny chests with less capacity than normal chests. Ideal for early game before you get circuits (they don't connect to circuit network)
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds a few inserters with longer reach. Adds armoured inserters that are more durable, designed for feeding ammo to turrets. Adds several series of integrated inserters that are equivalent to putting speed modules in them! Can be individually enabled through options. (Locale: English, Deutsch, 正體中文, 简体中文, Português Brasileiro, Русский)
Mods introducing new content into the game.
Replaced graphics of iron gear wheel with factorio gear icon. Purely cosmetic change, does not affect actual gameplay. Being cool is enough, isn't it? (Locale: English, Deutsch, 正體中文, 简体中文, Português Brasileiro)
Small changes concerning balance, gameplay, or graphics.
Adjustable starting technology levels. Options on unlock all tech as researched, exclude sapce science techs, infinite tech individual levels, and more. (Locale: English, Deutsch, 正體中文, 简体中文, Русский, Português Brasileiro)
Small changes concerning balance, gameplay, or graphics.
Put circuit network subgroup into a separate new “Circuit” group tab, containing all vanilla and most modded circuit components. Designed for players who tried to find circuit components in the “Logistics” tab. (Locale: English, Deutsch, 正體中文, Português Brasileiro) To fellow modders: Please consider putting your modded circuit components in this group as well! Only minor modifications are needed. Instructions included in FAQ.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Put transport subgroup into a separate new “Transport” group tab, containing all vanilla and most modded vehicles. Designed for players who have lots of modded vehicles cluttering the “Logistics” tab. (Locale: English, Deutsch, 正體中文, 简体中文, Português Brasileiro, Русский) To fellow modders: Please consider putting your modded vehicles in this group as well! Only minor modifications are needed. Instructions included in FAQ.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
the maximum wire distance for big electric pole is same as for roboport logistics connection distance
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Induction stations and equipment allowing wireless charging of batteries in vehicles and armor.
Mods introducing new content into the game.
Contains all the support code that allows for wireless charging. The workhorse behind the Wireless Charging mod.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds medium and high power lamps that use more power to illuminate a larger area. Includes slightly altered vanilla textures.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Doubles notice_textbox maximal_width, specifically to make script errors easier to read.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds more menu simulations on top of the base, while preserving the Factorio (and Wube, sometimes) logos. Disables all other simulations by default, so you can look at all of the new things in the pack. This can be changed in the mod settings.
Small changes concerning balance, gameplay, or graphics.