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.
Small changes concerning balance, gameplay, or graphics.
My SE modpack. Also contains a few tweaks, too small for their own mod.
Collections of mods with tweaks to make them work together.
Adds setting to make Mini Trains appear earlier in the tech tree. Adjusts Mini Trains recipes to suit Pyanodons.
Small changes concerning balance, gameplay, or graphics.
Adds a virtual signal for each core fragment present.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod allows to set the delivery timeout up to 35700000 seconds. Give those trains a little rest!
Small changes concerning balance, gameplay, or graphics.
Adds a tender locomotive that requires water and fuel to function. Reuploaded by Traincrisis If you were using the first bugged version, please update to 0.1.0.
Mods introducing new content into the game.
The official modpack for the Exotic-Industries mod series. Only contains the recommended mods as dependencies. Add Quality of Life mods as you see fit.
Collections of mods with tweaks to make them work together.
Modpack with features that will be implemented in Factorio 2.0 core game. Some mods allow even more things than what is promised in core game. Edited by BeefyAndTheDucks so that every mod is not optional.
Collections of mods with tweaks to make them work together.
Aidan647's Old Train mod updated to current version and slightly modified. Creates a second locomotive recipe with the old textures from 0.12
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Plays the Thomas the Tank Engine theme after you get hit by a train. Bass boosted version of the original by sOvr9000.
Collections of mods with tweaks to make them work together.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds futuristic trains desinged for original game. These trains are faster and have more capacity, but are more expensve to build
Mods introducing new content into the game.
The most advanced electric train mod out there! This mod adds balanced, UPS friendly and futuristic themed MAGLEV trains. This mod is meant to feel like an end-game extension to vanilla, and the new item recipes are balanced as such. These trains have a 20% increase in top speed, acceleration and capacity (mod configurable). There are more researches, items, sounds, recipes and logistical challenges and trade-offs to explore. Enjoy!
Mods introducing new content into the game.
Adds a steam locomotive which uses IR3 steam cells to run
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds logistic-train-stops acting as anchor points for building a fully automated, train logistic network. It can handle all possible train configuration. Just send all trains to depots and LTN will pick the best suitable train for a job. LTN cuts the amount of rolling stock required to run a megabase down to 30% or less. With cargo ships installed also adds a logistic port for ships.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Implements new alerts for train statuses mentioned in the Factorio Friday Facts #395. Trains will now alert if there's no path, instead of showing red text popup. And now there would be an icon over the train if destination is full, if alt mode is enabled.
Small changes concerning balance, gameplay, or graphics.