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.
Mods introducing new content into the game.
Small little portable nuclear reactor (3x3), good for the first power armor, useful on scenarios with no sun for solar panels
Mods introducing new content into the game.
MoarGrid fork that adjusts the grids themselves rather than the armor, with Krastorio2 and Space Exploration support built in.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Allows you to charge your power armor from the electric network, and vice versa.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Oh, you'd be surprised at the things you can learn while you're doing alterations.
Mods introducing new content into the game.
Tiny Start addon that adds recipes for Tiny Armor Mk0, and an upgrade from Tiny Armor Mk2 to Modular Armor.
Mods introducing new content into the game.
Mods introducing new content into the game.
Deactivates personal roboports while you are travelling in a vehicle, at speeds above the configured threshold.
Mods introducing new content into the game.
When you just need to reach the top-shelf, it's the the Extendo-Reach Exoskeletal Robotic Grabber Arm. Each one will extend your reach by 4 units. Still can't reach that can of tomatoes? Use a grabber arm with your grabber arm! It's grabbers all-the-way-down at Extendo-Reach.
Mods introducing new content into the game.
Mods introducing new content into the game.
Tired of not having room for anything you want in your armor? This 32x32 armor combined with the Lejv Fusion Reactor makes a must have lategame item, at a really high cost.
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.
Mod that allows you to charge your power suit with your factory's power
Mods introducing new content into the game.
This mod adds an extra mk for the things you love in Factorio. Power Armor mk 3? You got it! Speed-, Efficiency-, and Productivity module 4? Most definitely! Productivity modules can now be placed in Beacons, while the Productivity module 4 does not have recipe-based limitations. Enjoy :D -Siffer & Tyflon
Mods introducing new content into the game.
Mod that allows you to charge your power suit with your factory's power and optional support for mods adding grids to vehicles. Now also includes multiple mk versions of the suit-plug equipment. This is a custom version derived from https://mods.factorio.com/mod/Suit-Plug-Continued.
Mods introducing new content into the game.