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 to the game advanced, high-speed machines for the Assembly of components that are 16 times higher than the vanilla machines 3 levels. Balanced. Language en, ru, de, fi.
Mods introducing new content into the game.
Mods introducing new content into the game.
This mod adds recipes to build everything from a small Island surrounded by water
Mods introducing new content into the game.
VortiK's Deep core mining mod now adapted for Industrial Revolution. Some crude work: include all original code + some adot stuff for IR. NO request original mod
Mods introducing new content into the game.
Sort and organize the recipes in the crafting menu so that's it's cleaner. Meant for use with Bob's, also supports Angel's and Omni.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
Gives you some options for some alternative starts, use Mod Settings to select which one you want otherwise you will default to base game start.
Recipe for chemical plant. Same as refinery but separate fluid production to give more control over output.
Mods introducing new content into the game.
An extension to the space extension mod: Change the way science is beiing made.
Large total conversion mods.
可控的修改堆叠数量,可单独修改矿物数量 Item Stacking Quantity Modification ,Shrink the ground and increase the speed of movement
Mods introducing new content into the game.
Emulates the game's 'cheat mode' behaviour, just a bit better and that you have to pay for everything Convenience Mode :)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
WIP Use the pulverizer to create stone shards. The stone shards can be analyzed in the analyzer.
A mod that turns science into a liquid that you have to fill science packs with bottlers
Small changes concerning balance, gameplay, or graphics.
Play with 30 new science packs and a new technology tree (if omniLib enabled) that adds efficiency tech to the various science packs. This mod is not an extension to lovely_santa's mod by a similar name. It adds 30 science packs but they are all pretty inexpensive. A TON of customization exists for the mod and individual packs can be disabled. Mod integration engine designed to add pack types to entire tech tree (only applies to technology that can be traced back to vanilla tech). Optional inclusion of omniLib enables new tech tree that unlocks various levels of efficiency tiers for each pack that will auto-update machines when research completes.