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.
Adds synthetic oil to the game. Bio fuel (petrol gas) from wood and heavy oil from coal.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Upon migrating, reinitialization is called to fix on_chunk_generated error.
Mods introducing new content into the game.
This mod try to tweak weapons values a little to make them all viable in one way or another, with the objective to change as little as possible of the gameplay. Other than balancing, it add Incendiary Rockets and Minigun. (The readme file contain the full list of changes)
Mods introducing new content into the game.
GDIW creates chiral (reversible) recipes for oil. GDIW_Bergius adds chiral recipes for the Bergius Process mod. Requires Bergius Process and GDIW.
Mods introducing new content into the game.
Mod that adds terraforming equipment - bridge builders, moat diggers and drawbridges
Mods introducing new content into the game.
Increases roboport logistic and construction distance, to better fit into Factorio's chunks.
Mods introducing new content into the game.
Increases power pole supply area and wire distance to better fit into Factorio's 32 tile chunks. Big power poles have their wire distance increased to 32, and substations have their coverage area and wire distance changed to 16.
Mods introducing new content into the game.
Mods introducing new content into the game.
Contains all the support code that allows for electric vehicles and their recharging. Powers the the Electric Vehicles mod.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
For both new players and veterans! Improves Science pack recipes to follow a traditional progression curve. Silky-smooth transition through oil. Purple science is harder than just dropping Artifacts in a blender. End-game research is more involved, requiring specialized new types of Advanced science. Overall materials cost of research is kept similar to vanilla. Rocket silo can now be achieved without any fighting. Each feature can be tweaked in config.lua.
Small changes concerning balance, gameplay, or graphics.
When you die, the mod guesstimates what caused your death and messages other players to ensure they know how much of a failure you are.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Mod that modifies resource spawning to strongly encourage outposts connected via trains
Mods introducing new content into the game.