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.
Jump to a campaign (scenario) level. Admins only. Toggle checkbox in Mod Map settings for GUI. Quick instructions: [1] current campaign [2] current level name [3] enter new level name then click green checkmark to jump, or X to close GUI.
Scenarios, maps, and puzzles.
Mods introducing new content into the game.
Mods introducing new content into the game.
You must be within 15 distance? pfff what primitive technology, just beam me up instead.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Makes research that uses an exponential function instead scale linearly. Uses regex, so should work with most mods.
Small changes concerning balance, gameplay, or graphics.
Adds some functions, modes, tools, items, recipes and technologies.
Mods introducing new content into the game.
Every item is a resource. If your mods error while running this, disable all then edit the max resources. Configurable.
Small changes concerning balance, gameplay, or graphics.
Space exploration locks away a few reletively low tech researches until after you've created multiple interplanetary bases. This mod rebalances the some of the important early-mid game research so that it's easier to get which makes early game SE less of a drag for a second playthrough.
Small changes concerning balance, gameplay, or graphics.
Multiple tweaks for Factorio. This mod is basically intended for my experience after many many hours of Factorio
Mods introducing new content into the game.
Mods introducing new content into the game.
Add... some options to make the game much easier. Use it at your own risk. I accept suggestions, observations, corrections, complaints, claims, compliments. Everything in the discussions tab.
Mods introducing new content into the game.
ΠΠ΅ΠΌΠ½ΠΎΠ³ΠΎ Π±Π°Π»Π°Π½ΡΠ° ΠΈ Π²Π΅ΡΠ½ΠΎΠΉ ΠΏΡΠΎΠ³ΡΠ΅ΡΠΈΠΈ SE+K2+BZ Π²ΠΌΠ΅ΡΡΠ΅ Ρ ΠΌΠΎΠ΄Π°ΠΌΠΈ ΡΠ»ΡΡΡΠ°ΡΡΠΈΠΌΠΈ ΠΆΠΈΠ·Π½Ρ A little balance and a true progression of SE+K2+BZ along with life-enhancing mods
Collections of mods with tweaks to make them work together.
Allows you to set the minimum and normal values of crude-oil through mod settings.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
You run so fast that you experience time dilation. (AKA poor man's movement speed bonus)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.