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New Planets, Late game enemy, Land Mines, Underground world, Subways, Valkyries, Ore refining, Crash Site Items and Tech Loot, Subspace Transport, Sub-Dimensional Stacking, Biter harvesting. Placeable spawners, Alien Ooze, Ore Enrichments, conversions, Regenerative Walls and Belts, Recycler, Fluid controls, Mini Boiler, Fishing Machine, Mini Loaders. Titanium Walls, pipes and Belts, Biter Neural Toxin, Fish and Ooze juice. This is a modpack for all splinters.
Large total conversion mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A single smelter (and centrifuge) that is equivalent to 405 smelters. For saving UPS. Important: Check Changelog before upgrading to 1.100.1!
Mods introducing new content into the game.
Improves UPS with nuclear power by completely overhauling how nuclear energy is produced. Material costs are in-line with vanilla, build complexity is meant to help foster interest in how nuclear actually works.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds many useful combinators that do various things! some simplify combinator logic whilst others add new functionality!
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Customizable multi surface real time surveillance suite allowing you to save/load configurations that monitor upto 1,2,4,6, or 8 locations simultaneously.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds switchable commands etc for teams (forces) You can use https://mods.factorio.com/mod/BTeams or https://mods.factorio.com/mod/EasyAPI instead
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Barrels need to be cleaned with Steam or Water before using them again.
Mods introducing new content into the game.
Adds a stockpile with visible content akin to management games like Banished, Settlers, etc. (Languages: English, Deutsch, 日本語)
Mods introducing new content into the game.
Simply replaces standard underground belt/pipe with new one. Changes the maximum lenght of all underground belts and pipes from 4 to 250, charges depending on lenght from 0 to 250. Adjusts recipes accordingly
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Infinite, endless and unlimited resources! Ore deposits get refreshed when emptied. Oil will be refreshed based on a timer. No messing with the yield of oil fields. Ore-based resources to not become yield-based. Both can be disabled in the options menu. This is based on the 'Unlimited Resources' mod from Barry.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
An overhaul of the air filtering mod by Schorty. Includes complex air filtering steps to remove pollution.
Mods introducing new content into the game.
Adds a recipe for basic electric engine that is added to the cost of inserters, assemblers and more.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Increases the cost of underground belts to realistic amounts.
Mods introducing new content into the game.