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.
New tiers of entities that come with integrated requester and provider chests and a substation. Now works with Bob's Mods and Krastorio2 entities!
Mods introducing new content into the game.
Scenarios, maps, and puzzles.
Adds multiple types of electric powered, self healing walls to keep the biters out.
Mods introducing new content into the game.
Nuclear Furnace with nuclear fuel makes smelting much faster; the mod adds special "burnt extractor inserter" for removing "used up uranium fuel cell" from this furnace.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
An extensive overhaul, emphasizing detailed and realistic chemistry, materials, and production. Extends the base game to marathon-style complexity.
Large total conversion mods.
Small changes concerning balance, gameplay, or graphics.
This mod add 3 tiers of infinite fuel, every tier can be disabled and more is coming... compatible with krastorio 2 vehicle
Mods introducing new content into the game.
Changes the artillery wagon, such that it now has the same range for manual and automatic firing.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Doubles the number of recharge stations per roboport. Your robots recharge faster, but brownouts occur more often.
Increases the power buffer in the Night Vision equipment to make them last all night even with no other batteries.
Tells you whether or not your logistic requests can be fulfilled. An orange background indicates a request that is going to be fulfilled, a red background indicates that items are missing from the network. Special thanks to Bilka and TheStaplergun for the tips and to Gangsir for his wiki tutorial on modding
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Rebalance Electric Train to better fit Krastorio 2's tech progression. Support 1.0 version and later.
Small changes concerning balance, gameplay, or graphics.
Adds minimalist 1x1 loaders and stacking beltboxes for 5x belt compression for ores, plates and some intermediate products
Mods introducing new content into the game.
Automate the construction and deconstruction of your trains! Configure a train currently scheduled for a station as a template for the station - the mod's special train construction station will automatically build (or destroy) copies of the template train on demand, or in response to circuit conditions.
Mods introducing new content into the game.
Ore can be converted into (Ur-ore) using energy expenditure. Some mods are already supported.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.