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.
Adds portable fission generators, radioisotope thermoelectric generators, and factory-level fusion power.
Mods introducing new content into the game.
Alters the recipe of Satellites to require a Radioisotope Thermoelectric Generator, created from Uranium Fuel Cells. Intended to make the 0.15 nuclear content feel more integrated into the main game.
Small changes concerning balance, gameplay, or graphics.
Adds a subtle tint to the glow of burner entities depending on what fuel they're using.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Makes many small changes to vanilla machines and inserters to allow for a more optimised end game
Mods introducing new content into the game.
Replaces science icons with new hi-res and mipmapped versions based on FFF-275. With support for Pyanodons and Bobs Mods.
Multiplies all of the technology bonuses. Was intended to be used in games where the tech multiplier was increased but the infinite researches stay the same.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Gives the player basic items to use robots at the start of the game.
Intended to be played with all dependencies & use default mod settings. Select Project Corona Map Generator Setting.
Collections of mods with tweaks to make them work together.
Assigns simple shapes to the coloured signals to assist colour-impaired players.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Inspired by (and with the permission of) Caledorn, our Tentacle Lord, this mod replaces the normal 'console message' game sound with Caledorn's improved version from a hilarious collaboration with KatherineOfSky (see related link).
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Empties all inventory slots when starting a new world. In multiplayer worlds it also removes them when joining for the first time
A quick re-texture of the iron plate to celebrate the release of Factorio one point 0! Enjoy your hypetrains!
Small changes concerning balance, gameplay, or graphics.
Expands the player's base inventory size by a customizable amount. By default, adds an additional 40 slots.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.