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.
Overrides stacksize of stacked items for Deadlock's Stacking Beltboxes.
Mods introducing new content into the game.
Mods introducing new content into the game.
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.
Adds a shortcut (Alt-W) for giving free wires, repeat presses cycle between wire types. Placing wires no longer consumes the item.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This forces all of the researches that are normally required for adjustable inserters to be fully researched.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Forces some waiting to recharge bots to look for new recharge locations when building additional roboports.
Small changes concerning balance, gameplay, or graphics.
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.
Mods introducing new content into the game.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Adds a 1/4 sized roboport with smaller working radius and less charging ports. Useful if you want to limit the coverage to not overlap with another base, or if you want to cover an entire ore patch with logistics and mines.
Mods introducing new content into the game.
Strong Pistol with low firing rate (good for saving ammo). Now updated for Factorio 1.1
Adds a defensive tower using the car's gun. Slow shooting and easily destroyed, but cheap, it is meant for early defense (no research required :D). Adds a later game Gatling Turret with extra high fire rate and some range boost over the standard gun turret of the base game. Has support for low resolution and high resolution graphics since all the graphics come from the base game. Also has support for Krastorio 2, wherein my turrets have buffed range to match the Krastorio 2 Gun Turret and are affected by the new damage and fire rate research options.
Unlocks permanently locked tech left behind by MSI II after removing it. !!!WARNING!!! THIS MOD UNLOCKS ***ALL*** TECH!! IF ANY OTHER MOD HAS LOCKED TECH, IT WILL BE UNLOCKED!!