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.
A quick re-texture of the iron plate to celebrate the release of Factorio one point 0! Enjoy your hypetrains!
Small changes concerning balance, gameplay, or graphics.
Reduces the size of the borders around menus and the toolbar, giving you more screen space. Also centers those darn arrows on the quickbar!
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Move items from many mods to 5dim's tabs. Big mods: AAI, Space Exploration, Dectorio
Small changes concerning balance, gameplay, or graphics.
Replaces the spawner graphics to more neutral ones for trypophobia. Worm graphics and non-cubism options coming soon! Original by Adil
Small changes concerning balance, gameplay, or graphics.
Freezes belt for people who get migraines or suffer sensory overload, like in autism
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Buffs efficiency modules 2 and 3 to reduce power by 45% and 75% respectively, making them inline with the bonuses from speed and productivity
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Create a series of new buildings that provide solar power with SimCity Classic graphics. Its a fun skin to Solar Panel, substation and Accumulators. Press minus button (-) to make only one road.
Small changes concerning balance, gameplay, or graphics.
This sets raw wood stack to 1k from vanilla's 100 to allow easier clearing of forests using bots.
Small changes concerning balance, gameplay, or graphics.
I was unhappy with the default night LUTs, including the night vision LUT. So I made my own, trying to keep it as similar to the original's intent as possible while using color space conversion math to be as accurate to life as possible. All LUTs which change the white balance use chromatic adaptation to shift the colors toward a different white point. I choose white points from the CIE's 'Illuminant series D', also known as the 'daylight locus', which is meant to represent natural daylight at different color temperatures. Luminosity is scaled roughly identically to the default LUTs. All color operations were performed in a linear light scale, then converted back into sRGB for the LUTs themselves. The main LUTs modified are the nighttime ones, though I also added LUTs for night vision equipment and dawn/sunset (the latter which is now actually used by the game). LUT details: * lut-night.png - Color temperature: 25000K; darkest it gets. * lut-riseset.png - Color temperature: 4000K; dawn and sunset, not quite so dark. * night.png - Same as lut-night, but a tiny bit brighter for the map view. * nightvision.png - Simulates a lowered gamut display, and is only very slightly dimmer than standard full daylight ('identity' LUT).
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Similar to the sound redesign, the graphic redesign in 0.18 as of late is one great leap backward. This mod aims to revert these awful changes. You can customize which ones to revert in mod settings.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
That mod change recipe for all research and increase cost. Now You need much more assembling machines to make basic science pack.
Small changes concerning balance, gameplay, or graphics.
[Sound and bad words warning] The robots make different noises now. Code copied by hand from 321freddy's mod Bot Buzz, so if that has problems, so will this one. First mod. The bots now are equally likely to say any sound included in the file.
Small changes concerning balance, gameplay, or graphics.
Graphics update for Bob's mods. Buildings are colored by tier as well as adding some hi-res versions where bob hasn't yet. NO recipe changes/rebalance.
Small changes concerning balance, gameplay, or graphics.
Graphics overlay for Angel's entities so each tier is identified by color. Original graphics are all created by Arch666Angel, modified with permission.
Small changes concerning balance, gameplay, or graphics.