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 a WatchTower for you protect yourself against the enemys. It is equipped with a submachine gun, rocket launcher, a flamethrower and a storage area
Mods introducing new content into the game.
Two Electric Mining Drills that works like a active/passive provider chest and a medium pole. Works Faster and you can put more mines in ore patches.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Mods introducing new content into the game.
Ores and oil wells never decrease or deplete. Miners show a strange 'expected resources', due to what I consider a bug in Factorio; see https://forums.factorio.com/viewtopic.php?f=7&t=41720 ; This does not seem to be fixable by a mod. When hovering over ore, '723%' means 723 ore. The X/s expected resources when hovering over miners is mostly meaningless; the number X is actually OreCount*((MiningSpeed-MiningHardness)*MiningSpeed/MiningTime)/100, the result of which has no meaning.
Adds solar panels capable of generating 1.5 - 3 MW and batteries with a capacity of 125 - 250 MJ. Language en, ru, de, fi.
Mods introducing new content into the game.
A helper mod to quickly create train station blueprints for different train lengths and individual needs.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Totally changes the game Balance. (Why put furnaces in Science Potions when you should be putting the Potion in the Furnace? upgrade your labs instead! and Player/Enemies/Spawners have Different HP and healing rates.)
Small changes concerning balance, gameplay, or graphics.
Replaces the default flashlight with a better, more realistic version, now with train and car lights. Updated for .17
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Get your Factorio mind ready as you begin to use a bunch of new materials, including, sand, glass, and geodes! Learn about new materials as you begin to unearth knowledge about long lost materials from Earth.
For modders only - this is a framework to load multiple server side mods simultaneously, with runtime hotpatching
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.