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.
Factorissimo but instead of a factory warehouse it's a copy-paste circuit warehouse. A composite combinator combined with combinations of combinators from a combinator combinator
Mods introducing new content into the game.
A Roboport that stays floating on your factory. It does not take up space from your factory.
Mods introducing new content into the game.
The stack size of placeable terrain tiles is increased to 1000.
Small changes concerning balance, gameplay, or graphics.
A medium combat tank, in the classical sense of it. Supposed to fit the other Xenos Oppression véhicules and infantry
Mods introducing new content into the game.
The idea of the mod is to generate timestamped saves so that they can later be used to generate a time lapsed view of the saves progression over time.
This mod is the opposite of "expensive" recipe and technology settings and reduces the prices of things in the "normal" price settings. Prices are reduced in the same ratio by which they would be increased with the "expensive" settings. Since the "expensive" technology recipes are the same as "normal", this mod simply reduces the technology costs by approximately 4, since the official Marathon settings use a technology price multiplier of 4.
Small changes concerning balance, gameplay, or graphics.
Allows customization of decorative density, for a less cluttered map without barren monotony.
Small changes concerning balance, gameplay, or graphics.
The evolution factor is set by the share of researched technologies vs. all technologies. Example: If there are 1000 research topics (techs) and you have researched 250 of them, then the evolution factor is 25%. (Military techs as well as mostly irrelevant techs excluded from calculation)
Small changes concerning balance, gameplay, or graphics.
Rework module bonuses. Now the bonuses of the modules grow exponentially with increasing levels. The starting value, multipliers and some other parameters are configurable.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
A fork of a fork of Factorissimo 2, focused on enabling compatibility between spidertron mods and Factorissimo.
A starter kit with a small modular armor with a small fusion reactor, night vision, exoskeleton, roboport and 100 fusion construction robots.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Rather than revert to rediculously fast inserters this mod allows stack inserters to grab whole stacks at a time. There are three upgrade levels, the first for grabbing stacks of 50 (so, generally, an entire stack of ore in one rotation). The next is for stacks of 100, and 200. All three researches require space science. The Factorio Mod API doesn't allow changing the base capacity of an inserter, so ALL stack inserters will get this upgrade. This is a limitation of the game. Sorry.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Stops biters from chewing on your power lines by making them invincible. Can also affect rails and belts. By default only affects newly-placed entities but can be applied retroactively.
Mods introducing new content into the game.
This is a mod for factorio that checks the visible railway in realtime and checks whether the signal placement is correct.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a burner powered long handed inserter. Unlocked with logistics technology.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.