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.
update for hopewelljnj's AdvancedNuclear and SonIcco's .16 fix. Adds second tier of nuclear reactor, heat exchanger, steam turbine and heat pipes. DEFAULT SETTINGS ARE SAME AS NORMAL REACTOR! VERY cheat-y mod.
Mods introducing new content into the game.
Allows map presets that attempt to give you an island start, but with other islands/continents instead of the infinite ocean from vanilla's Island mode. If you wish for a biter-free start, please use map preview - as your starter island may collide with a larger island. Also offers a mode using vanilla terrain generation but with a guaranteed island.
Mods introducing new content into the game.
Fixes the construction bots stupidly flying into fire by giving them 100% fire resistance.
Mods introducing new content into the game.
Mods introducing new content into the game.
Reduces size of storage chests and cargo wagons to encourage big, long trains.
Mods introducing new content into the game.
Reduces max speed and acceleration of trains, and increases braking distance, to be a bit more realistic.
Mods introducing new content into the game.
Removes crude oil deposits and crude oil tech/recipes. All oil-based products stem from Coal Liquefaction instead, and the new Coal Compaction tech/recipe jump-starts the Coal Liquefaction process without requiring Heavy Oil.
Mods introducing new content into the game.
Mods introducing new content into the game.
Allows blueprinting trees. Note that you need to have some other mod installed that allows manual tree placement (for example Dectorio).
Mods introducing new content into the game.
Mods introducing new content into the game.
Supernet2 has modified this to support factorio 1.x Builds. Original Description is as follows from original creator eradicator, 'wondered why you can't use those fancy fusion reactors from your armor to power your factory? Well, now you can! Everybody can do solar farms, but can YOU afford fusion farms?'
Mods introducing new content into the game.
Supernet2 has Updated this mod for Factorio 1.0 Original Author is Xalos, Original Description as follows 'Allows you to charge your power armor from the electric network, and vice versa.'
Mods introducing new content into the game.
Supernet2 Has modified this to support factorio 1.x versions, original text here --> 'This is a quick and dirty 0.17 port, I take no credit for the mod. Store your items in backpacks to carry more junk. Lets be real, if you can carry a train in your pocket, you can carry 20 backpacks.'
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.