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.
Another view on bots vs belts discussion. Certain logistic chests (Requester, Active Provider and Buffer) now cost... space science packs to craft. Exact amount required is defined in startup Mod Options, default = 100 (10 chests per rocket).
Small changes concerning balance, gameplay, or graphics.
Adds new accumulator buildable from the start of the game with very basic resource cost and low capacity
Mods introducing new content into the game.
All intermediates are (also) fluids, 60 fluids is one item. Work in progress. Not enough tested!
My view on bots vs belts discussion. Logistic bots now cost... space science packs to craft. Exact amount required is defined in startup Mod Options, default = 20 (50 bots per rocket). Also, to allow personal supply by robots you get a small amount of free bots for every logistic-related tech researched (default 10 per tech, can be changed in Options).
Small changes concerning balance, gameplay, or graphics.
As you move around and work on this new planet, your body begins to adjust to the new environment and you find your self able to move, mine, and craft quicker, as well as reach places you couldn't reach before.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Changes Artillery Cannon sounds to have more volume and distant sounds.
Mods introducing new content into the game.
YouMod Entity - Edit these entity files with a software like Notepad++ and create your own mod with modified items entity. See Mod Portal - YouMod Entity for tutorial.
Adds horns to cars and tanks. Honking can attract enemies in a tweakable radius.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
A simple starter boost. Added Construction bots per request. The mod gives you the choice to start with Either some solar panels, or steam engine. Might be a good idea to have a mod that has bigger stacks also. More in Description.
Mods introducing new content into the game.
Mods introducing new content into the game.
Fixes angels geodes resulting in wrong amount of geodes. Obsolete with refining 0.9.11+
Eating raw fish will kill you, but you can cook them for an additional healing bonus.
You start with a little bit of wood. Useful for playing worlds without forests with greenhouse mods (especially Bob's Greenhouses).
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Changes the sound played on death (or any defeat) to the infamous Roblox 'Oof' sound.
Small changes concerning balance, gameplay, or graphics.