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.
Makes the thermal water extractor recipe available 1 tier earlier in AngelBob's.
A long campaign that will accompany the construction of the factory. MOD under construction.
makes adjustments for nanobots to work with IR change tech and materials
A mod that removes the collision mask from item entities. Not intended for normal gameplay.
Allows for you to set player-dependent models The shared.lua file allows addition and modification of custom players In the graphics/player folder, you can add the texture files Custom Players can have more than graphics changed, any value can be changed with the corresponding key (uses the game's default keys, unsure if modded keys also work) This mod has not had extensive multiplayer testing, don't be surprised if a few items disappear or loose their custom data This mod is not a client-only mod, due to the new entities and event handlers, and any data changed by the client HAS to be changed on the server or any other clients This mod is based off and modified from 'TJ's Custom Player MOD' by Traveler Joe, and the toolkit in the mod file was made by them
Biters drop Meat. Meat is fuel. Blood is steam. Bones are bullets.
Mods introducing new content into the game.
Adds alien artifacts back in to craft purple science packs the old way.
Mods introducing new content into the game.
Rebalances trains to be heavier, stronger, use more fuel, and increases wagon capacity
Mods introducing new content into the game.
Warp speed walk in your factory. You make jumps forward. You can jump things with it.
Mods introducing new content into the game.
Before the 16.23 update, modded beacons with productivity modules would effect machines they weren't supposed to. Some people thought this was a bug (even though you would need to use cheats for the beacons to accept the module in the first place). Others thought this was a nice work around to use productivity on machines that normally wouldn't allow them. And the 3rd group didn't see this as cheating at all, but a clever way to get around the limitations.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Makes many small changes to vanilla machines and inserters to allow for a more optimised end game
Mods introducing new content into the game.
Mods introducing new content into the game.
Help get your factory started with some drones! An early (but awful) alternative to robots. Introduces several intermediate tier logistics items (and a few non-logistics items) to bridge the gap between mid game and end game items.
Mods introducing new content into the game.