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 a complete new game mechanic: Maintenance! Create a sophisticated spare parts logistics and bring your mall to its absolute limits! UPS-friendly and MP-tested - Now with a fancy GUI!
Small changes concerning balance, gameplay, or graphics.
Copyright by Helvetios This module only provides 0.18.27 or above to fix errors
Mods introducing new content into the game.
Speed across land and water in your own personal hovercraft. Custom Patch for Hovercrafts 0.17.18, to support my custom patch of Rampant. Original mod can be found here: https://mods.factorio.com/mod/Hovercrafts
Mods introducing new content into the game.
Lamps, embedded into the floor (without glitches on cost of some performance)
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Wave defense with infinite scaling and lots of settings. Tower defense! Available in freeplay mode and as scenario.
Mods introducing new content into the game.
Upgrade Power Armor MK2 using nuclear energy and space science. 14x14 grid with +40 inventory space.
Simple quality of life researches without being bloaty or cheaty by providing additional inventory and steel axe researches.
Decreases hand crafting speed to 1/60. Adds Burner Assemblers for the beginning
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
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.
Adds meteorites! They are falling from the sky! This meteorites can be used for ore generation (iron, copper, uran, thorium) or as fuel.
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 is inspired by "Nuclear Power" by Fatmice and "Uranium Power" by Simdezimon. And, like the both, does this mod expand the production of nuclear fuel cells and the reprocessing of spent fuel cells. With this mod, the start into the atomic age is a bit harder than in the vanilla Factorio and you will need the logic cabling for this mod because you have to control pumps so that your enrichment process can work efficiently. (Without a logic control this process will come to a standstill.)
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.
First of all: this is a resource and code library for my other mods. It self comes with extended functions for inserter: 1) make it possible that a inserter can handle the 'burnt result inventory' on all machines. 2) burner inserters can leech fuel from pickup and drop target. 3) burner inserters are capable to chain fuel through all burner type machines.
Everyone's favorite item 'Pipe to ground' has had it's recipe nerfed, it now costs 1000 space science packs
LED arithmetic combinator with LED lamp and arithmitic combinator
Mods introducing new content into the game.
Automatically requests low-fuel trains, easy to set up and highly customizable.
Mods introducing new content into the game.