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.
Allows building entities from component items. Place a ghost of an entity with a blueprint/shift-click. The building will be constructed if the player has enough items in their inventory to craft it. When mining a building, it will be disassembled back to its component form. NOTE: not currently compatible with entities whose names differ from the recipe name. Robots are unaffected for now.
Adds dynamically created contaminated ores, ore processing, more chemical plants and refineries. Features can be toggled with config file. Should work with (almost) all mod ores. Conditional recipes if bobmods is present.
Mods introducing new content into the game.
Mods introducing new content into the game.
When starting a new game, adds Iron Plates, Copper Plates, Transport Belts, Bricks and Stone to player inventory. Makes the start of a game a little less of a slog. Should be compatible with all mods.
Mods introducing new content into the game.
My first created mod. This mod adds more better energy-items like Solar-Panels or Accumulators.
Mods introducing new content into the game.
Storage containers and pipes can not be mined if they contain too much fluid or gasses.
Mods introducing new content into the game.
Adds a selection tool which can be used to separate one part of your factory to explicit electric network. You just draw a rectangle frame with this selector and any copper cables crossing this frame will be removed. Doesn't affect red or green. Doesn't affect copper cable connections to switch entity.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Make some very small change to the hand-crafting time so you don't get bored waiting for it.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Large total conversion mods.
Mods introducing new content into the game.
This mod logs the current game statistics and main events such as the latest completed researches.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.