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.
Adds the 'infinite energy' objects. The ratios are actually a little *worse* than perfect solar, at the cost of not requiring a "Perfect Setup"
Mods introducing new content into the game.
Adds a fast discharge-low capacity accumulator. For use in isolating power grids with a high throughput, requiring fewer accumulators overall. Intended for use with nuclear power where steam engines need to only be brought in to deal with power spikes. See: wiki.factorio.com/Accumulator#Isolation_of_Power_Networks
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.
Adds new accumulator buildable from the start of the game with very basic resource cost and low capacity
Mods introducing new content into the game.
Mods introducing new content into the game.
Makes the supply area for small and medium electric poles match their wire reach, so that you can get full coverage from drag-building power poles. Slightly reduces connection range to force connection ranges to odd numbers of tiles, then raises power coverage range to match. Compatible with Bob's Power. Patched for compatibility with Factorissimo 2
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
0.16 fix for hopewelljnj's AdvancedNuclear. Adds second tier of nuclear reactor, heat exchanger, steam turbine and heat pipes. A multiplier is used to adjust the recipes and energy usage. I difference to the original mod you can recycle the tier one items. The mod replaces the original one.
Mods introducing new content into the game.
Adds portable fission generators, radioisotope thermoelectric generators, and factory-level fusion power.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds compact Mk2/3/4/5 solar panels that are 4/16/64/256 times more powerful than basic ones. Same with accumulators.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds more recipes for the centrifuge, for example full charge of nuclear fuel that takes 20 uranium ore.
Mods introducing new content into the game.