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.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Adjusts science pack counts depending on the focus of the technology. Does not change all science costs, only select ones.
Small changes concerning balance, gameplay, or graphics.
Changes pyhightech circuits to make them harder by producing 1 per level and each level requires more circuits to make then normal.
Mods introducing new content into the game.
Disables running sound for all belts, including modded ones. For those who get annoyed with that squeaking noise chasing you all over the base.
Small changes concerning balance, gameplay, or graphics.
Logistic chests are available immediately after logistics robots and only need red and green tech.
Mods introducing new content into the game.
Allows you to charge your power armor from the electric network, and vice versa.
Mods introducing new content into the game.
Allows you to make more energy efficient beacons using efficiency modules.
Small changes concerning balance, gameplay, or graphics.
Adds a large landfill that disposes of trash at the cost of creating pollution
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Sets train colors based on their contents, initially. Eventually anything else I think might be neat.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
A fix for apm_power when using with bob's and aai. This mod revisits the early game of Factorio and pushes the electrification a bit further back by extending the Burner-Stage and inserting a new stage: Steam-Stage (buildings will be powered by steam). 'Love and fame for the burner inserter!' The production lines of this mod focus on fuel production, but it also comes with a few new intermediates and a new science package. It does not change the standard Techtree too much, the majority of the related tech for this mod comes before the vanilla techtree even begins. The vanilla techtree and most of the other mods content are locked behind a new technology called 'Electrification' which can be called the goal of this modification.
Removes all resources from the surface of the planet apart from those on the Top Left Side. Also removes decoratives. Added a customizable offset so resources from Starting Area can be left untouched or totally removed.
Mods introducing new content into the game.
Adds extra mod replication support for Dark Matter Replicators.
Mods introducing new content into the game.
Adds a large electric pole that is even bigger than the big electric pole
Mods introducing new content into the game.