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.
This mod adds electric trains which require power delivered by overhead lines. (Modified version of Realistic Electric Trains by J_Aetherwing)
Adds a new technology for a cheaper Coppercable and one for Gears.
Mods introducing new content into the game.
Added fusion catalyst (from bob's mods) w/ apm nuclear mod (added lost fusion catalyst receipt)
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Logs all currently active mods at the start of the boot proccess. Useful for efficient bug reports without having to mess with modlist.json.
Updates the stacked icons using the new vanilla icons as a base. Powered by Billbo's icon generation lua script.
Small changes concerning balance, gameplay, or graphics.
Adds ability to pack Bob's Electronics components for more realistic and convenient distribution.
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.
Adds several mods to Factorio. (Like more Toolbelts, larger Inventory, Loader, amm)
Adds keybindings to quickly swap the currently held item (e.g. a belt) to a related one (e.g. a splitter). Supports a wide variety of items.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Compete against other players by purchasing biters to fight on neutral ground on your behalf.
Large total conversion mods.
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.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
You don't need Sulfuric Acid to mine Uranium, but you have to use it when you produce items from it.
Mods introducing new content into the game.
Adds a van that looks like the Volkswagen Transporter. Choose between different styles like Ice Cream van, Electric van or Cargo van.
Mods introducing new content into the game.
Mods introducing new content into the game.