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.
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.
Small changes concerning balance, gameplay, or graphics.
The pack adds favorite dependencies that basically add convenience to the game. I made it for myself so I wouldn't have to remember the names of my favorite mods ;)
Collections of mods with tweaks to make them work together.
Mods introducing new content into the game.
Mod to change recipe output of some recipes like science packs, circuits and more
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Boosts UPS by removing energy consumption from all entities. Can also remove burnable fuel / liquid fuel / heat consumption as well. In addition, it can also make robots and trains not consume any power, removing the need for recharging / refueling.
Small changes concerning balance, gameplay, or graphics.
Uranium Processing balanced to fuel cell recipes(and unbalanced for the gameplay)
Mods introducing new content into the game.
Freely change energy parameters of the Solar panel and the Accumulator.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Replaces the robot interference column. (heck i use bots regardless of it's value)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Makes the beltboxes from Deadlock Beltboxes and Compact Loaders not require electricity.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Reduces the cost of low density structures, now your copper lines can live in peace.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
A mod that adds a Gui that allows input of item names and amount to give/remove with auto complete when clicking on a suggested item
Mods introducing new content into the game.
Adds an assembling machine with integrated requester chest and output buffer chest, which is able to craft only items usually produced in a mall. This helps to build up a botbased mall a lot earlier, without needing to research logistic network.
Mods introducing new content into the game.