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 ways to recycle and process waste products through biological means and make use of biological processes and farming.
Mods introducing new content into the game.
Angel's Petrochemical processing changes Oil processing and adds Gas processing, as well as a more complex web of chemical production. Includes overrides and tie-ins to Bob's technologies and recipes. Dependencies: Angel's Refining
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Quantum speed, furnace, smelt, quantum energy requirements. 2 Tiers 9x9 furnaces.
Mods introducing new content into the game.
Adds electric versions of the stone and steel furnaces, two upgrades of the electric furnace, and an electric boiler.
This mod adds Factions that can be choosen at the beginning of the Game to influence the Way the Game can be played. Still very Much in Early Testing please leave feedback and ideas.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Better map pollution visibility, changing the color to translucent white
Small changes concerning balance, gameplay, or graphics.
Use your crashed ship machinery to start automating as soon as you land, launch a rocket with ZERO handcrafts!
Small changes concerning balance, gameplay, or graphics.
Start on a small island that can only be expanded by research. Infinite ore patches can be placed by hand and removed by the OreEraser tool.
Scenarios, maps, and puzzles.
Adds Iridium construction robots that have increased health, resistances, and base speed
Mods introducing new content into the game.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
forked, personal tweak .Use explosives the way Nobel made it for! A continuation of erython's mod 'explosive mining', now compatible with industrial revolution! original mod: https://mods.factorio.com/mod/blast_mining https://mods.factorio.com/mod/explosive_mining
Adds a new building, the AI core. Accumulates a bonus to research productivity over time as long as it is powered.
Mods introducing new content into the game.
fork, personal tweak. A Simple, yet handy workbench for crafting faster, mostly everything, mostly.. A huge thanks to TexugoMaldito for providing me with some tehcnical intel! Please do post bugs, or any other related ideas/ways for fixing bugs if any! original mod: https://mods.factorio.com/mod/Workbench
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.