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.
These mods can't be auto-downloaded as dependencies on 1.0. I made it for "compability" with another modpack. Factorio devs won't fix it. This mod will always exist because of some mod devs doesn't care about it at all although it's not really their fault but it as it's now.
Collections of mods with tweaks to make them work together.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds the vanilla Rocket Silo alert sound to programmable speakers as an option.
Mods introducing new content into the game.
The player starts with a spidertron equipped for base construction, but heavily damaged, as to expedite the early game. Unlike most quick start mods, only one is generated, not one for every new player, which minimizes the impact of this mod.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Construction robots can build/mine more builds at same time. 1 block each technology level.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Collections of mods with tweaks to make them work together.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Add some option to control the changing that Space Exploration do to vanilla game, that something make conflict with other mods or players style.
Science is produced as a liquid and must be bottled for use in research. Settings enable custom item group and science barreling.
Small changes concerning balance, gameplay, or graphics.
Multiplies all of the technology bonuses. Was intended to be used in games where the tech multiplier was increased but the infinite researches stay the same.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
! As this is now part of the main game, the mod is deprecated as of 17.03.2020 ! Toggle logistic requests to stop bots from being annoying when dumping your inventory to carry stuff.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Show notifications for when trains leave stations, auto names the trains for your sponsors
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds hidden recipes for every item/fluid allowing voiding/sourcing items in helmod (only with output or only with input).
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a recipe for the first tier of the Angel's Industries Technical Archive
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.