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.
Replaces science icons with new hi-res and mipmapped versions based on FFF-275. With support for Pyanodons and Bobs Mods.
Makes diesel locomotives, cargo wagons and large power lines invincible. May generate important lags when train got stuck by biters.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds expensive post-rocket late-game researches to unlock express unloading, unlimited mining, oil production and large energy source. To keep the game somewhat fair-ish, the items themselves are also extremely expensive, somewhere between half to same resources as it would take for equivalent setup.
Mods introducing new content into the game.
Mods introducing new content into the game.
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.
Contains dependencies of Angel and Bob mods and some QoL mods. This mod merely pulls in dependencies for darklich14 and sketti's A&B run PLEASE NOTE: if you want biters, read the Biter Spawner Size slider carefully. It requires being 600% to enable biters. This is no joke! It's in the mod tooltip! Also, apparently pollution and evolution are disabled by default as well. These are all parts of the game and should be enabled for the full experience!
Collections of mods with tweaks to make them work together.
Mods introducing new content into the game.
Nature thinks some mere cliffs can stop progress? Not on my watch. I will destroy every single cliff with my bare hands if I need to.
Cancels deconstruction of entities when a ghost of the same entity is placed on top of them.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Removes all items in player's inventory, when creating or first-time joining a world
Small changes concerning balance, gameplay, or graphics.
Adds higher tier versions of the eletric furnaces using double smelting
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
LED arithmetic combinator with LED lamp and arithmitic combinator
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.