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.
Removes the Utility science pack requirement from Logistics research, allowing access to it earlier in the game
Mods introducing new content into the game.
Mods introducing new content into the game.
Health from 250 to 25.000, Healing per tick from 0.15 to 1.00, Inventory from 60 to 600, Build/Drop/Reach distance from 6 to 60, Enter vehicle distance from 3 to 10, You bleed blue, Running from 0.15 to 1.00, Mining speed from 0.01 to 1
Mods introducing new content into the game.
When your enemies attack your base, your destroyed machines drop the material to re-build.
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.
Every research you make only use Science Pack 1. The recipe of Science Pack 1 is configurable. Works with Modded Technologies.
Mods introducing new content into the game.
You can do all fluids in a Assembling Machine. Works with any modded fluids.
Mods introducing new content into the game.
All Science Packs will be free and enabled from start. May work with Science-Packs from some mods too.
Mods introducing new content into the game.
Just a new Assembling Machine 4 that instant create the materials. Make some of the chemical plants recipes too.
Mods introducing new content into the game.
Mods introducing new content into the game.
A mod that zeros the collision box and removes the collision mask from item entities. Not intended for normal gameplay.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Before the 16.23 update, modded beacons with productivity modules would effect machines they weren't supposed to. Some people thought this was a bug (even though you would need to use cheats for the beacons to accept the module in the first place). Others thought this was a nice work around to use productivity on machines that normally wouldn't allow them. And the 3rd group didn't see this as cheating at all, but a clever way to get around the limitations.
Mods introducing new content into the game.
If you make it through the aftermath of your spaceship's catastrophic landing unscathed, salvaging the wreckage for advanced technology will make your survival and eventual escape from this misbegotten place much easier. Eases the early game without unbalancing the mid game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Now you can build safely on water. You can build anywhere. Nothing stops you.Its kind of buggy.
Mods introducing new content into the game.
All mining drills, vanilla or modded, can mine over 1000 times the size of the resource patch (productivity), has More Speed and better Searching Radius. You can set it on Mod settings.
Mods introducing new content into the game.