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.
Prevents instant build of entities. Instead, they will be built over time.
Small changes concerning balance, gameplay, or graphics.
Adds the ability to dig the underground, move item and fluids between surfaces and blow away pollution.
Mods introducing new content into the game.
Crash landed on a strange new planet, you, the Engineer, are going to have to get really creative if you want to not just survive, but thrive
Large total conversion mods.
Mods introducing new content into the game.
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.
Adds farming, ranching, and pharmaceutics into Factorio. It's extremely unethical but also extremely profitable. WARNING! This mod will greatly enhance and extend the rest of the pY mods. Expect a 1000+ hour long game!
Large total conversion mods.
Crafting efficiency for Krastorio2, space exploration and other associated mods
Mods introducing new content into the game.
yqur3's depedency modpack for utility/QoL. This mod does nothing by itself.
Collections of mods with tweaks to make them work together.
Mods introducing new content into the game.
Randomizes recipes (amount of ingredients and products, crafting time) as well as many other things that can be toggled individually like belt speed, crafting speeds, energy consumption, weapon damage...
This adds circuit signals to the game that when blueprinted, provides an interface to quickly apply changes to all circuit conditions. Additionally, it will update named entities, such as train station names.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Increases range of Personal Laser Defense to reach Spitters.
Small changes concerning balance, gameplay, or graphics.
Introduces intuitive and efficiently organized crafting menu groups to avoid searching similiar stuff in different menu categories. Mostly relevant for Bob+Angel players.
Small changes concerning balance, gameplay, or graphics.
Adds a fourth tier of belts, the green belts (60 items / second). A fork of Disie's mod. Recipes had been changed a bit, fast_upgrade from blue belts etc. has been configured. Working on the implementation of smart belt laying. If SE is installed, the added items are recategorised using SE's item groups.
Mods introducing new content into the game.
Made for my SE playthrough. Adds the superior inserters from K2. Recipes are adjusted to use SE materials. Some settings might be introduced later. All credits go to the original authors Krastor and Linver, as well as the current maintainer, Raiguard.
Mods introducing new content into the game.
Made for my SE playthrough. Adds the 4th and 5th tiers of logistics from K2. Recipes are adjusted to use SE materials. Some settings might be introduced later (adjustable underground lenghts and belt speeds, etc.). All credits go to the original authors Krastor and Linver, as well as the current maintainer, Raiguard.
Mods introducing new content into the game.
Created for my SE playthrough. Adds the Laser Artillery from Krastorio 2, and makes its properties highly customisable. Recipe is also changed to include some SE materials. All credit goes to K2 authors Krastor and Linver and the current maintainer, Raiguard.
Mods introducing new content into the game.
A fork of ClyppyClipClip's Laser turret 2 mod for my SE playtrough. Adds tier 2 laser turret + research. More granular settings were added - all in all stack size, range, damage modifier and energy consumption are customisable - and the recipe is modified to use some advanced SE materials. SE is added as a dependency.
Mods introducing new content into the game.
This mod allows players to create and remotely control Avatars. Avatars act like players, with a few minor exceptions. The mod also includes a few custom entities to control and create the Avatars.
Have you ever been angry that you lose tons of red and green wires when redesigning your circuits? Here is the solution!
Small changes concerning balance, gameplay, or graphics.