Search the Mod Portal by entering a search term.
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The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
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Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
The game will become more challenging, recipes for science packs, electronics are changed. added structural elements that are needed for most buildings, changed the balance of various generators. technology is much more expensive.this modification is based on Bob's Extended by MomoSundeass.30 science packs for this mod is overhauled(Better to play with burner phase(bobtechnolgy mod setting) and Artisanal reskins)
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds grids to cars, locomotives and wagons. Changes the inventory sizes of the player, chests, cars and cargo/fluid wagons and some of their stats. Details: + Wooden/Iron/Steel/Logistic chest new inventory size = 20/40/60/60. + Car and Tank new inventory size = 150. + Cargo Wagon new inventory size = 120. + Fluid Wagon new fluid capacity = 50k. + Storage Tank new fluid capacity = 100k. + Car, Tank and Locomotive new fuel inventory size = 5. + Tank, Locomotive and...
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod revisits the early game of Factorio and pushes the electrification a bit further back by extending the Burner-Stage and inserting a new stage: Steam-Stage (buildings will be powered by steam). The production lines of this mod focus on fuel production, but it also comes with a few new intermediates and a new science package. It does not change the standard Techtree too much, the majority of the related tech for this mod comes before the vanilla techtree even begins. The vanilla...
Mods introducing new content into the game.
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.
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.
A mod that reduces the cost of miniloaders to that of deadlock loaders, allowing you to start building your train network before red circuits.
Mods introducing new content into the game.
Two Electric Mining Drills that works like a active/passive provider chest and a medium pole. Works Faster and you can put more mines in ore patches.
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.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Mods introducing new content into the game.
Automatically queue up next levels of infinite mining productivity research so that your megabase can be fully automated.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.