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.
Adds a preset to Milestones mod to track the minimum necessary for a good jumpstart base
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Modifies the overflow and underflow valves added in Pyanodons to have adjustable thresholds, instead of being locked at 80%.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Xor's mod, but unbroke the casting machines so they're the same fluid directions as SE - Xor's mod changes the casting machines to tile up and down rather than side to side. Contains tweaks and additions of various small things for SE (and K2 if installed). All toggleable via settings! Check Xor's mod description for list.
Mods introducing new content into the game.
Add protoss as new enemy force. (HD graphic addon available, please search "ERM - Protoss HD")
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.
This mod allows you to select certain areas of your factory for analysis, revealing what your machines are spending their time on. This will help you pin-point bottlenecks in your designs more easily.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
A fork of NotNotMelon's Factorissimo fork.Fix the surface_override that can be used by space factorissimo
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Brings back legacy crash site entities that were removed and gives them recipes
Mods introducing new content into the game.
Allows you to emergency burn anywhere using the shortcut, pretty much a teleport that damages your capsule.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds helium and laser-related intermediates, and a side-grade to assembling machines.
Mods introducing new content into the game.
This mod makes train acceleration more realistic and depend on the amount of Cargo. (youtube demo included)
Small changes concerning balance, gameplay, or graphics.
Provides a special deconstruction planner (ALT + F) that can mark entire rail segments for deconstruction at once. You can also just press the same hotkey while hovering a rail or signal to mark/unmark it for deconstruction. Known limitation: deconstruction/deletion of ghost rails is not possible.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.