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.
Why we wouldn't add a popular items from popular game to another popular game?
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds Copy Paste support across different buildings for similar recipes
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
New biters with better resistance to some damage types. Now you need weapons with "physical", "explosion", "impact", "acid", "fire", "laser" and "electric" damage.
This mod adds an new Recipe of Uranium-processing into an efficient way for early Nuclear Power Planting :-).
Mods introducing new content into the game.
This mod changes the refinery recipes of Iron/Copper/Steel/Stone to simpler ones.
Small changes concerning balance, gameplay, or graphics.
Sets the space science stack size to be the same as all the other science stack sizes.
Small changes concerning balance, gameplay, or graphics.
Reduces icon sizes to 32 to match up to Omni standards. Who needs 96x icons, anyway? DEPRECATED FOR .17: Join Omni server for assistance or download this file: https://cdn.discordapp.com/attachments/351216213852160000/561065492622868491/compress-buildings.lua and replaced the file with the same name omnimatter-compression/prototype/compress-building.lua with this one and you're good to go.
Mods introducing new content into the game.
Adds a portable fission reactor that consumes fuel cells, but is better than a fusion reactor.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A small tweak to all base recipes that heavily relies on prime numbers. Throw out all your blueprints because perfect ratios won't help you here.
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 mod replaces the Original Recipe of Uranium-processing into an efficient way.
Mods introducing new content into the game.
Land NO Fill - No longer are you able to remove water features with landfill A simple mod for my modpack.
Mods introducing new content into the game.