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.
Randomizes all item descriptions, names, and icons. Also randomizes the order of items in the item-groups.
Do you feel bored building the same science setup? If so that try this mod. The mod randomizes the science pack recipes and as such offers a new and refreshing gameplay experience. The recipes have been crafted to ensure that game is completable. Additionally, the mod offeres a variety of setting to tweak those recipes and keep the engineer on his toes.
Scenarios, maps, and puzzles.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Randomizes game properties, like belt speeds, inserter speeds, and more. Over a hundred game properties are touched. Download for the ultimate randomization experience that will force you to think in different new ways!
Large total conversion mods.
Randomizes most recipe ingredients while balancing the expected total resources needed.
Large total conversion mods.
Randomizes all recipe ingredients to make every game feel different! Fully configurable, Works with all mods, Checks dependencies, Keeps costs fair!
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Randomizes recipes (amount of ingredients and products, crafting time) as well as many other things that can be toggled individually like belt speed, crafting speeds, energy consumption, weapon damage...
This mod randomizes the recipes with in the game. While at the same time having code that will make use the game stays possible.
Large total conversion mods.
Small changes concerning balance, gameplay, or graphics.
Total conversion replacing crafting and research with randomized trade routes. Disable all other mods, as only base is supported. It's best to disable map features you don't want in your way. You should not play with biters at least. You were warned!
Large total conversion mods.
Mods introducing new content into the game.
This is https://mods.factorio.com/mod/TradeRouteOverhaul updated for 1.1 From DaveMcDave: My take on balancing Singistics. Total conversion replacing crafting and research with randomized trade routes. Not intended to be compatible with any other mods.
Large total conversion mods.
A fork of the original Al's Science Shuffle with some errors fixed and features added. Mainly compatibility with MSP (the 30 science pack mod) Randomizes science ingredients while keeping complexity and total resources balanced. This is my first time writing lua dont be suprised if it dosent work too well. Edit settings at your own risk. All credit for the actual heavy lifting goes to Al, I just added a few features.
Duplicates entities and their recipes. Intended to be used with property/recipe randomization mods.
This mod makes a few changes to recipes in the game, to try and make it feel a little better. Can turn off specific changes in settings.
This mod adds another centrifuge recipe for uranium processing to remove the randomness factor without changing the vanilla balance of time, inputs or outputs. It requires 10k uranium ore with a processing time of 12k seconds. When finished it always outputs 7 x U235 and 993 x U238.
This mod adds another centrifuge recipe for uranium processing to remove the randomness factor without changing the vanilla balance of time, inputs and outputs. It requires 1400 uranium ore with a processing time of 1680 seconds. When finished it always outputs 1 x U235 and 139 x U238
Mods introducing new content into the game.
I made LabDansen Louder. This isn't my mod. Thanks ThornHorn (LabDansen) and randomuser612 (fix). Reuploaded because I made a path error. Oopsie!
Small changes concerning balance, gameplay, or graphics.