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.
Mix all different modules. Mix 3 into one . Mix 2 into 1. Some of them have productivity module limitation
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Everything are faster. You move in the normal speed. You can set the speed to be faster or slower ATENTION: If you save your game and remove the mod, your game will continue with faster then normal speed, but you will also be faster. To normalize this, use the command /c game.speed=1
Mods introducing new content into the game.
Make logistics easier. Replace advanced circuits with electronic circuits.
Mods introducing new content into the game.
A wide collection of weapon, armor and equipment balance changes oriented towards PvP and (to a lesser extent) PvE.
Small changes concerning balance, gameplay, or graphics.
For who want a longer game. Technology price got harder and harder after each research completed.
The mod adds fossil roots, some type of raw wood, that you can mine from the earth.
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.
Adds technologies, buildings and items that make ridding of excess gases and fluids easy through evaporation.
Mods introducing new content into the game.
Just some things from No Mans Sky that you can do parallel to your factory to generate more science packs. Start doing the carbon from the trees. Then use a assembling machine to produce ammonia mixing carbon with water. From it you can do all the products and farming the plants gives you resources forever.
Mods introducing new content into the game.
Mods introducing new content into the game.
Convert missing items in the area of a roboport in signals for logistic network.
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.
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.