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.
This mod provides the minimal prototypes needed to load the game without the base mod. Modders are encouraged to build their own mod on top of this one or depend on it to aid development of mods incompatible with the base mod.
Large total conversion mods.
An extension to the Science Cost Tweaker mod: Change the way science is being made (even more).
Large total conversion mods.
Changes the science pack recipes, take it to the next level. Just so it isn't always the same boring vanilla recipes...
Large total conversion mods.
Seablock but without the sea, and you make a rocket by duplicating resources instead of from water. Build your own space station / satellite / orbital rocket launchpad / factory thing
Large total conversion mods.
Large total conversion mods.
Intermediate recipes now require fixtures to be produced and produce fixtures when used.
Large total conversion mods.
The maze itself is destined to be automated. Original mod by H8UL. Fixed for 1.1 by kajacx.
Large total conversion mods.
Reduce information overload of using Yuoki's Mod's by unlocking the Yuoki Industries and Engines Addon (Optional) through a tech tree.
Large total conversion mods.
Large total conversion mods.
My take on balancing Singistics. Total conversion replacing mining crafting and research with randomized trade routes. Not intended to be compatible with any other mods.
Large total conversion mods.
The world has been destroyed, enraged by nuclear war. The few survivors have to keep it up and rebuild it. Author: Yuri Andriaccio (https://mods.factorio.com/user/Yurand) This version updated by ZwerOxotnik (don't expect much now)
Large total conversion mods.
Large total conversion mods.
Large total conversion mods.
Compete against other players by purchasing biters to fight on neutral ground on your behalf.
Large total conversion mods.
Large total conversion mods.
Large total conversion mods.
Factorio but everything must be crafted using the power of SCIENCE! ... the science of Factorio. Procedurally generates science-pack energy tokens that are added to the ingredients of every recipe that is unlocked by said science pack at the relevant level, so it should be compatible with most other mods.
Large total conversion mods.
Large total conversion mods.
Factorio but instead of fighting biters with guns you're fighting a disintegrating planet with automation. There is a shadow following you and eating up planets in its wake. Build an infinite factory tower, but the catch is you cannot return to previous levels to make changes. This is based on the concept of 100 floor dungeons in RPGs. Now with Warptorio Planets
Large total conversion mods.
An extension to bob and angel mods: Change the way science is beiing made.
Large total conversion mods.