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.
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
Removes prerequisites from technology so you can research then in whichever order you choose.
Extension to Angel's Smelting providing all metal mixing recipies to metallurgy (Brass, Bronze, etc) and compression on metal casting (eg. Iron Sheet) as well as casting gear wheels and pipes
Mods introducing new content into the game.
Players have only 20 slots of inventory space, but Toolbelt is researched at the beginning to help with this.
Players cannot build walls. They need to find some other way to defend their base. Wall and Gate techs start unlocked to keep compatibility with other tech mods.
Adds German translation to the following mods: Advanced Solar, Autofill, Auto Recycling Plant, Bottleneck+Logistics, Concrete-and-Stone, Google Maps Factorio style, Long Reach, Modular Charge Packs, Nuclear Fission Armor, Nuclear Fuel, Nuclear Locomotives, Upgrade Builder and Planner, Shoot N Scoot, Honk
A Chest that auto-loot items on the ground. Usefull for mods using additional loots.
Converted mod for v0.15. Original mod: https://mods.factorio.com/mods/Nerze/DrillingPumpjack
Mods introducing new content into the game.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mod that allows a player to build a compact arc reactor that can power a small factory
Mods introducing new content into the game.
Removes pollution generation of all entities. Usefull for games without biters.
Mods introducing new content into the game.
Mods introducing new content into the game.