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.
Overhauls beacons to use exclusion areas in addition to distribution areas. Integrates beacons from multiple mods into a single system. Adds (optional) new beacons while preserving the functionality and usefulness of vanilla beacons.
Mods introducing new content into the game.
A fork of Adiking03's MoreLocomotives, doubles the inventory volume of improved cars. Also adds Russian localization.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
5 additional teirs of belts, splitters and undergrounds. Custom belt speed for all 8 tiers in items/second.
Mods introducing new content into the game.
Compact and UPS-friendly 1x1 loaders. Works with train cargo wagons, circuits, filters, and Bob's faster belts.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Burn Solid and Liquids to create heat, convert electric to heat, Melt certain ores to molten state to then cast
Mods introducing new content into the game.
This mod adds personal Teleaporter to the game. A lot of Thanks to iUltimateLP and his mod SimpleTeleporters for inspiration and for the use of His Code and graphics
Mods introducing new content into the game.
Overhauls the power network to use the game's built-in fluid system in an attempt to make electricity more realistic. Adds working transformers for high power transmission, and creates various new and interesting power distribution challenges. Similar to the mods Flow Network and High Voltage, but significantly different by being the first mod that uses no on-tick power calculations. This means the UPS impact should be minimal for non-gigantic bases.
Mods introducing new content into the game.
Mods introducing new content into the game.
ΠΠΎΠ»ΡΡΠ°Ρ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΈΡ , Π΄ΠΎΠ±Π°Π²Π»ΡΡΡΠΈΠΉ ΠΌΠ½ΠΎΠ³ΠΎ Π½ΠΎΠ²ΠΎΠΉ ΡΠ΅Ρ Π½ΠΈΠΊΠΈ Ρ ΡΠ½ΠΈΠΊΠ°Π»ΡΠ½ΡΠΌΠΈ ΡΠ΅ΠΊΡΡΡΡΠ°ΠΌΠΈ, Π·Π΄Π°Π½ΠΈΠΉ, Π²ΡΠ°Π³ΠΎΠ², ΠΏΡΠ΅Π΄ΠΌΠ΅ΡΠΎΠ² ΠΈ ΡΠ΅Ρ Π½ΠΎΠ»ΠΎΠ³ΠΈΠΉ
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds a super janky version of the Electromagnetic plant from FFF 399.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds the ability to dig the underground, move item and fluids between surfaces and blow away pollution.
Mods introducing new content into the game.