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.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds new equipment - Exoskeleton Mark II with enhanced properties (inventory slots +60, speed movement x2 (stackable) and trash slots +10, mining speed +30%). Just like in real life exoskeletons expands human capabilities to carry more and move faster.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Rather than revert to rediculously fast inserters this mod allows stack inserters to grab whole stacks at a time. There are three upgrade levels, the first for grabbing stacks of 50 (so, generally, an entire stack of ore in one rotation). The next is for stacks of 100, and 200. All three researches require space science. The Factorio Mod API doesn't allow changing the base capacity of an inserter, so ALL stack inserters will get this upgrade. This is a limitation of the game. Sorry.
Mods introducing new content into the game.
Nuclear powered robots that don't need to recharge. Forked from Buggi's Nuclear Bots and changed to have a more balanced formula, not have 3x the speed of normal bots, fire immunity, and some acid resistance for construction bots. Finally a use for all that Uranium that piles up! The recipie was scaled to require as much energy as a normal bot would use in 21 years - about the same time that a nuclear submarine reactor core lasts.
Mods introducing new content into the game.
Big Electric Poles and Railtrack are invulnerable, and ignored by biters. This mod can be safely removed, but the invulnerability will remain on any entity unless you remove and rebuild it. Originally by Ranakastrasz. Updated for .17
Mods introducing new content into the game.
Make steel smelting take 4 iron plates instead of 5, 8 instead of 10 in expensive mode.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Makes vehicles unminable or teleports players to spawn after mining/rotating a vehicle. Teleported players can't move until they are killed
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A pipe to void fluids. Redesigned from Rseding91's mod for new factorio versions.
Mods introducing new content into the game.
One atomic bomb can only destroy a small portion of enemy base? How about firing EIGHT bombs scattered with just a single shot? Adds various strategic missiles. Currently includes napalm MRV missile, poison MRV missile, atomic MRV missile, plutonium MRV missile. (Locale: English, Deutsch, 正體中文, Русский, Português Brasileiro)
Mods introducing new content into the game.
CHANGES the base stats of the locomotive (MUCH slower acceleration and deceleration but high max speed).
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Ever seen the movie "Pitch Black"? If you're having trouble surviving contact Vin_Diesel@PitchBlackSupport.com. Lastly, keep an eye on warning messages and your pollution output. Updated and maintained by me (Choumiko) until Reapa reappears
Mods introducing new content into the game.
Nests absorbing pollution causes evolution to increase instead of when it is produced. An improvement to vanilla pollution evolution behaviour. Default values are balanced to allow you to turn vanilla pollution evolution factor off without changing difficulty but everything is Qonfigurable. Doesn't impact UPS. /ngevolution to see evolution factor
Small changes concerning balance, gameplay, or graphics.
Automatically start handcrafting an item that is quickbar filtered (or in logistics requests) that you don't have enough of whenever your crafting queue is empty. Prioritises items in your cursor and what you need the most. It's like having logistics deliveries for early game!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Output the same constant circuit network signal for all Global constant combinator entity. To set the signal, copy a constant combinator entity and press CONTROL + SHIFT + left mouse button.