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.
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 5 new tiers user scalable assembly machines, chemical plants, oil refineries and smelters, and 3 tiers of centrifuges. Graphics provided by Skunkduster.
Mods introducing new content into the game.
Burner inserters and machines run faster if their fuel has an acceleration bonus.
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.
Makes many small changes to vanilla machines and inserters to allow for a more optimised end game
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.
This mod enables you to cultivate trees and/or other plants. Published under the GPLv3 All thanks to the Treefarm and Treefarm-Lite creators drs, Blu3wolf, Treefarm Team
Mods introducing new content into the game.
Big Miners inspired on Total Annihilation metal extractors models, adds 3 tiers of massive miners that can mine entire ore spawns. Last update: 0.18.1 - Small Fixes/changes.
Mods introducing new content into the game.
This is a small mod that adds electric cars and tanks (thats needs batteries) and a charging station. Vanilla and Bob's batteries have now a fuel value, if these are depleted you can recharge them at a charging station.
Mods introducing new content into the game.
This is a simple modification that adds up to two by-products to the intermediate products: scrap metal with a probability of 10% for one or 5% for two scrap metal types. This scrap metal can be collected and later processed in a recycler and then smelted into plates again. It's very simple, but it adds a small layer of complexity to your transport-belt layout. In the early game you can easily solve this with splitters or filter-inserters. Later in high-production areas, you have a dedicated transport-belt.
Mods introducing new content into the game.
This mod revisits the early game of Factorio and pushes the electrification a bit further back by extending the Burner-Stage and inserting a new stage: Steam-Stage (buildings will be powered by steam). The production lines of this mod focus on fuel production, but it also comes with a few new intermediates and a new science package. It does not change the standard Techtree too much, the majority of the related tech for this mod comes before the vanilla techtree even begins. The vanilla techtree and most of the other mods content are locked behind a new technology called "Electrification" which can be called the goal of this modification.
Mods introducing new content into the game.
Mods introducing new content into the game.