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.
Adds a new research line to sacrifice newly researched lab speed for bonus productivity instead.
Small changes concerning balance, gameplay, or graphics.
Adds a complete new game mechanic: Maintenance! Create a sophisticated spare parts logistics and bring your mall to its absolute limits! UPS-friendly and MP-tested - Now with a fancy GUI!
Small changes concerning balance, gameplay, or graphics.
I was unhappy with the default night LUTs, including the night vision LUT. So I made my own, trying to keep it as similar to the original's intent as possible while using color space conversion math to be as accurate to life as possible. All LUTs which change the white balance use chromatic adaptation to shift the colors toward a different white point. I choose white points from the CIE's 'Illuminant series D', also known as the 'daylight locus', which is meant to represent natural daylight at different color temperatures. Luminosity is scaled roughly identically to the default LUTs. All color operations were performed in a linear light scale, then converted back into sRGB for the LUTs themselves. The main LUTs modified are the nighttime ones, though I also added LUTs for night vision equipment and dawn/sunset (the latter which is now actually used by the game). LUT details: * lut-night.png - Color temperature: 25000K; darkest it gets. * lut-riseset.png - Color temperature: 4000K; dawn and sunset, not quite so dark. * night.png - Same as lut-night, but a tiny bit brighter for the map view. * nightvision.png - Simulates a lowered gamut display, and is only very slightly dimmer than standard full daylight ('identity' LUT).
Small changes concerning balance, gameplay, or graphics.
Roboports automatically place refined concrete and deconstruct cliffs within their reach.
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.
Significantly boosts player and vehicle light radius for better viewing on YouTube.
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.
Commands aided in helping plan builds in Seablock specifically, but some can be helpful elsewhere
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Changelog parser rule checker tool. Only useful for those writing mods. Requires a recent Python 3.x from www.python.org
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Lets personal construction bots save energy and time by building and deconstructing close things first updated to 0.18
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.
Enjoy to use my first mod :). Begin the game with construction bots so you may concern yourself more with the design than construction of your base. Now includes a few user configurable startup options, and support for v0.18.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Ores and oil wells never decrease or deplete. Miners show a strange 'expected resources', due to what I consider a bug in Factorio; see https://forums.factorio.com/viewtopic.php?f=7&t=41720 ; This does not seem to be fixable by a mod. When hovering over ore, '723%' means 723 ore. The X/s expected resources when hovering over miners is mostly meaningless; the number X is actually OreCount*((MiningSpeed-MiningHardness)*MiningSpeed/MiningTime)/100, the result of which has no meaning.
Mods introducing new content into the game.
Boodals's lua profiler for identifying performance intensive parts of mods, wrapped in a mod for convenient cross-mod requires. This is a developer tool, not meant for actual gameplay. It is intentionally desync unsafe. Do not use it in multiplayer.
A free shortcut bar entry to teleport the player to anywhere on the map
Mods introducing new content into the game.
Mods introducing new content into the game.
The crash site now has basic assemblers, lab, fuel cell and containers from the spaceship
Mods introducing new content into the game.
Mods introducing new content into the game.