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.
Restrict amount of trains trying to reach station simultaneously by circuit network. UPDATED: * Added migration to native factorio train limits. tldr: Train stop limit.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
This mod adds 3 tiers of cargo wagons with 80, 120, and 160 capacity; and 3 tiers of fluid wagons of 50k, 75k, and 100k fluid capacity. Finally, breaking force is expanded by 25% per level beyond the base game.
Mods introducing new content into the game.
Adds a hotkey to send the trains to their next station in its schedule. It will prioritize the train that is under the cursor and then the train the player is riding.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a System that allows you to couple and decouple trains via the Circuit Network!
Mods introducing new content into the game.
This mod adds electric trains which require power delivered by overhead lines.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Run electric trains using battery packs that can be removed and recharged.
Mods introducing new content into the game.
Modify the Locomotive Speed, Cargo Wagon Size, Fluid Wagon Capacity and much more. Customize the best way for you. Now work with all modded trains.
Mods introducing new content into the game.
Attempts to name newly-placed train stops based on nearby features.
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.
A GUI for LTN. Displays information about LTN stops, available items and trains controlled by LTN.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Automatically clones trains at new advanced train stations called train depots. The train to clone is set by a circuit network signal sent to the station. It can clone schedule and filter settings as well as the carriages. Also adds a combinator that sends a signal counting the number of trains scheduled for a station it is placed next to. Check the mod portal for details on signals and usage.
Mods introducing new content into the game.
A conductor of trains. (Fixed for Electric Trains for 0.16)
Mods introducing new content into the game.