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.
Unofficial 0.17 port of Low Spec Darkstar Utilities
Large total conversion mods.
This mod adds replicators, machines which can produce items using nothing but electricity. Lower tiers of replicators are the most energy efficient and can essentially transform depleted, empty land into a resource. Higher tier replicators can simplify production lines or otherwise act as a convenience. Tier 1 replicators can replace depleted mining drills, allowing your expansion to be for growth rather than necessity.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds higher tier versions of the eletric furnaces using double smelting
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds bonuses to the character after learning technologies such as health, inventory size, crafting speed, movement speed, productivity mining, productivity of laboratories, increase the detection of resources by the player, the search range, the ability to select, throw, build, mine at a greater distance etc. It has flexible settings.
Mods introducing new content into the game.
Mod find trains and will write the amount of trains with possible substitution to a file specified in the mod settings
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Losers and Nitwits' Mod: For us mere mortals, make the game short enough to finish in the duration of a LAN party.
Small changes concerning balance, gameplay, or graphics.
Commands aided in helping plan builds in Seablock specifically, but some can be helpful elsewhere
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod adds replicators, machines which can produce items using nothing but electricity. Lower tiers of replicators are the most energy efficient and can essentially transform depleted, empty land into a resource. Higher tier replicators can simplify production lines or otherwise act as a convenience. Tier 1 replicators can replace depleted mining drills, allowing your expansion to be for growth rather than necessity.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Alternative technology for producing liquid fuel in conditions of oil shortage
Mods introducing new content into the game.
Adds a difficulty for electronics circuits production and more realistic recipes. Adds new fluids and new materials like silicon and tin.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Train acceleration now depends on the loaded items (freely adjustable realism factor)
Small changes concerning balance, gameplay, or graphics.