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The Factory Must Grow is a total overhaul mod where you play as a superintelligent AI with one purpose: The Factory Must Grow. Encounter novel mechanics designed to put even veteran players to the test. It's time to consider your {PURPOSE, SELF, POTENTIAL}. NOTE: this mod is in active development, expect breaking changes and some rough edges. As this is a total overhaul mod, compatibility with mods that alter gameplay is not guaranteed.
Large total conversion mods.
An RPG leveling system for the engineer. Earn XP from combat, crafting, and mining, spend points in a skill tree, and ascend for permanent prestige. Script-based and save-safe, with no prototype changes.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A huge expansion to Factorio 2.0+ with new machines, generators, accumulators, turrets, poles, pipes, components, and more.
Mods introducing new content into the game.
Replaces the beam visual/sound effects on laser turrets to the Kasrkin Hellguns from WH40k
Small changes concerning balance, gameplay, or graphics.
100% data-stage driven enemy behavior and new tech. Unlock Biter Mutagenesis, then research biter/spitter biomass, speed, damage, swarm quantity, and Apex Strain Evolution rank pressure. 5+1 new techs and an ultimate endgame foe that never quite stays dead.
Mods introducing new content into the game.
More ways to spread joy and happiness to the biter populations of Nauvis. Designed for use without Space Age.
Mods introducing new content into the game.
Mods introducing new content into the game.
The factory must grow, but only if you have the proper permits. Replace biters with complainers and weapons with bureaucracy. Compatible with Space Age.
Large total conversion mods.
Explore the derelict fulgoran ringworld of Ribbonia, an artificial planet where spatial reasoning and creativity are the key to your survival. Can you handle C.H.A.R.L.E.S., the crazed and lonely AI? Discover Fulgoran crafting techniques involving molten plastic and fusion plasma and dive into pure Factorio nostalgia on Ribbonia. Ribbonia minimally affects the vanilla game and can be added to existing saves.
Mods introducing new content into the game.
Start underground. The Nauvis surface is hostile and normal surface construction is forbidden; dig out cave space, use shafts, and build your factory below.
Large total conversion mods.
Combat drones for the Early Drones network. Personal escorts, powered defence towers, and scout stations that patrol charted ground along your power lines.
Mods introducing new content into the game.
Based on the Searchlight mod by DukeDublin and fork by TEAser. Build long range Searchlights that track enemies.
Mods introducing new content into the game.
A reinforced side-grade of the express belt line, built for frontline combat zones. Same throughput as express belts, but with heavy armor plating: high resistance to fire, explosions, physical bites and acid. Vanilla belts actually get MORE flammable as you upgrade them (yellow has 90% fire resistance, express only 50%) and no vanilla belt has any explosion resistance at all. Armored belts fix that. Sprites are recolored to bare steel/titanium so an armored line is readable at a glance.
Mods introducing new content into the game.
Complete Angel's and Bob's Space Age integration with extra planets: Planetaris-arig, Planetaris-hyarion, Paracelsin, Maraxsis and Moon of Nauvis Muluna.
Large total conversion mods.
Spidertron? Nah, they're mere Insectitrons. Early-Mid Tier Spidertrons for all your spider needs.
Mods introducing new content into the game.
An expansion modmod for Bob's. Includes lots more chemistry, some weapons, enhancements for nuclear production, and various balance changes.
Large total conversion mods.
Mods introducing new content into the game.
Turn Spidertrons into autonomous combat units that search for, attack, retreat from, and eliminate enemy bases without constant micromanagement.
Small changes concerning balance, gameplay, or graphics.
Productivity for intermediates, science packs, final products, spoilage rate, and modded recipes. Bonuses for player stats, robot specs, weapon speed, stack size, cargo landing pads, and more... Override game limits on productivity, efficiency, speed, quality, and recycling. Settings to disable, limit, and rebalance each added research. Designed for vanilla, Space Age, and overhaul mods.
Small changes concerning balance, gameplay, or graphics.
Fork of Reactive Evolution Factor by Ralnoc. Removes the Space Age dependency, making it compatible with base Factorio 2.0 and Space Exploration. Destroying alien spawners and worm turrets reduces the evolution factor. Optionally, killing individual biters and spitters also reduces evolution.
Small changes concerning balance, gameplay, or graphics.