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.
Create reusable logistic presets to simplify requesting and trashing items
Mods introducing new content into the game.
Hides the minimap when hovering over a logistics chest to see more items in the network. Can do the same for trains, roboports and combinators. Includes hotkeys to show/hide the display of minimap, research progress, toolbar and alerts.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Removes/modifies the red screen tint that alerts you that your player character is under attack and losing health. You can set the color (red/green/blue) and intensity in the mod settings.
Allows fast replacing of small electric poles to medium electric poles
Mods introducing new content into the game.
This mod limits up the biter evolution depending on your technological level. It is compliant with other mods and should work in multiplayer as well. Based off the Scaled Evolution mode by Telemak
Mods introducing new content into the game.
This mod adds a building (blue radar, gfx welcome) that will fill in surrounding water using landfill from an adjacent chest.
A mod for editing/updating/modifying existing blueprints without placing them in to the world first.
Mods introducing new content into the game.
Mods introducing new content into the game.
Large total conversion mods.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Adds a few keyboard shortcuts for easier inventory and blueprint management
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Proof of concept mod; continuously steams player health out to a file
Makes smoke from tanks last longer, drains fps/ups if over used, and adds emisions. Configurable
Mods introducing new content into the game.
A pumpjack which extract oil from the depths of the planet, made from the BinbinHfr mod : https://mods.factorio.com/mods/binbinhfr/WaterWell
Mods introducing new content into the game.
Mods introducing new content into the game.
Port to 0.15 of Malcolm Cooks' AdvancedRadar mod. Advanced radar with greater range, speed, and power consumption.