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.
Mods introducing new content into the game.
Using Angelsmods, Bobsmods and Petrochem plus to make getting to space a true challenge
Mods introducing new content into the game.
Warehousing that allows you to have large storage buildings. Original Warehousing mod made by Anoyomouse. Store all the things! Storehouses by Hanniballo
Mods introducing new content into the game.
Adds 3 objects, to test the capacity of your electrical network : a huge consumer, a huge producer and an equalizer.
Mods introducing new content into the game.
Start the game with Assembly Machines and a way to power them. Settings options allow you to either have the bare minimum (the default) or (to be a little bit lazier) more. Every setting allows for gameplay in which you never need to craft anything all game.
Watch your trains everywhere, or use car as simple radar: This adds 'radar-trackers', which tracks (driving) trains, cars, tanks etc. and the (immoveable) train-stop.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds new RGB fluids and allows infinite production of ores, if you can successfully set it up. Adds new challenges with fluid management, including handling many different fluid types (13 of them), dealing with multiple fluids in the same pipe, and disposing of excess fluids.
Mods introducing new content into the game.
Adds an accumulator structure for storing heat, useful for regulating power load of Nuclear Reactors.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
This mod allows behemoth spitters to spit small nuclear warheads. Good luck.
Mods introducing new content into the game.
When you copy the settings of a machine and paste to another, the modules from the source machine will also be pasted. If there are not enough modules in your inventory, they will be delivered by construction robots. Useful if you want to combine different modules in the same machine where quick insert cannot simply achieve, like 3x Efficiency 3 + 1x Speed 3. In addition, this mod makes mining drills, furnaces, labs and beacons copy-and-pastable.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
additional stuffs like 3 variants of tanks, another variant of locomotive (and wagon), and vehicle-dedicated equipment (rather balanced [mabye]).
Exchange items between forces using special trading chests.
This mod adds a way to create new levels of belt that simplify the process to creating the images and entering a few values
Mods introducing new content into the game.
Adds random crash landings which contain high tech items, but cause pollution