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.
Adds recipes for stacking & crating from Bio Industries Mod
Mods introducing new content into the game.
A mod which makes it easier to determine the ideal amount of item requests in requester chests. It calculates the amount of ingredients used per second by any requester->inserter->assembly combination and takes the amount of seconds you have in your settings to finally set up the requesters filters.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds RTG as bridge between solar and fusion for power armor. Requires uranium processing.
Mods introducing new content into the game.
A combinator that displays a signal from the circuit network, with formating options.
Mods introducing new content into the game.
If Cycle in technology tree was detected, disable prerequisites of technology
Adds new transport belts with the same speed as existing ones to enable braiding of belts with the same speed.
Small changes concerning balance, gameplay, or graphics.
Adds crude -> heavy oil cracking and makes cracking the first oil technology
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
You can use your science to research new techs or to exchange for money to buy items. Values based on Production Score of Vanilla PvP. More Science Packs 30 Support.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Changes buildings to require building materials and components. Encouraging a dedicated base to construct buildings.
Mods introducing new content into the game.
Put the inserter on your ore patch and he can extract the ore. He has a drill inside that extract the ores to surface.
Mods introducing new content into the game.
A Hoe that remove terrain decals and a Shovel that put terrain decoratives on your factory.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
New Flamethrower turret: Needs flamethrower ammo instead of pipe connection
Mods introducing new content into the game.
Adds inline assemblers to the game. Belts go directly into machines without need of inserters.
Mods introducing new content into the game.
For those who lack the patience for the burner stage, start with enough material and machines to start a simple factory, from power setup to some automation 'inspired' by TehRoach's Skip first hour, but without the trains and some tweaks I wanted
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.