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.
Mod Mash Splinter Them, adds a later game technologically advanced enemy. Launching a rocket alerts Them to your presence. They come with one goal to wipe you out. The late game enemies build their own base, harvest resources and expand.
Mods introducing new content into the game.
When your base is getting wrecked by biters, the last thing you need is a stressful alert sound. This quality-of-life mod provides you with more soothing alert sounds.
Resource harvesting Ore trucks, Tiberium harvesters and refineries from Red Alert and Tiberium Dawn.
Mods introducing new content into the game.
Adds in three selectable sounds from Tiberian Sun, Red Alert and the older Command and Conquer titles to play with programmable speakers when your power supply cannot keep up with demands or shuts down. This was originally Jewel724's mod! I simply patched it to version 0.16 of Factorio, texts are corrected and de added.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Restores borders to alert icons, added custom settings for Scale, Offset and Icons.
Small changes concerning balance, gameplay, or graphics.
Enjoy the shuddering sounds of the harbinger of destruction and doom: This mod adds more alert and siren sounds for programmable speakers. Bonus sound: Railroad crossing bells! Updated for v1.1
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Announce when trains arrive at a station; configurable per-player. Works as flying text, or console alerts.
Allows you to track any circuit signals in the player HUD / UI. Awesome for storage monitoring, robotics network, production flow, alerts, debugging circuit networks or power monitoring! This is a continuation of the Circuit HUD mod with many new features and can be safely installed in existing save files!
Mods introducing new content into the game.
This mod alerts you when spawners start consuming pollution. Surprise them before they surprise you!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Toggle minimap, research progress, toolbar, alerts and rail block visualisation on and off with hotkeys.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds in three selectable sounds from Tiberian Sun, Red Alert and the older Command and Conquer titles to play with programmable speakers when your power supply cannot keep up with demands or shuts down. This was originally Jewel724's mod! Factorio 0.16-0.18 by 8ZN. Factorio 1.1 support by Sil3ntStorm
Small changes concerning balance, gameplay, or graphics.