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.
It gets lonely on the planet when everything wants to kill you. At least these feline friends will keep you company. Credits to Danielv123 for the artwork and sounds
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A variety of power producing items plus some related things to change up just placing more solar panels and/or nuclear rectors, including wind turbines, fusion power, and control over power priority for early-game all the way to late-game.
Collections of mods with tweaks to make them work together.
Reworked version of the 'Alien Loot Economy' mod, using new textures, icons and rebalanced items, and updated for v1.1 by ptx0.
Adds a glowing aura to the trees, and bioluminescence for foliage and decoratives.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Start Freeplay with machines and equipment to kick-start your factory and skip the burner phase.
Scenarios, maps, and puzzles.
Skips all research except space. Used to quick-start Space Exploration.
Small changes concerning balance, gameplay, or graphics.
This mod modifies the existing crash site object prototypes to allow mining with animation. Changes some entity types from simple-entity-with-owner to simple-entity, and adds mining sounds to the prototype. Mining sounds must be programmed to play on the scenario side.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Adds electric wagon with roboport and logistic wagon. With ElectricTrain and SpaceExploration support If you have ElectricTrains mod, then you need to put a base station from this mod and just use the wagon If there is no ElectricTrains mod, you need to put any fuel for the train in the wagon For the glory of pollution, of course!
Mods introducing new content into the game.
An initial Bus that you can put on beginning of your factory that generates: 1 belt of coal, 1 belt of stone, 4 belts of iron ore, 4 belts of copper ore and a little energy until it explodes (or forever). Now you can set to get Iron Plates and Copper Plates instead of ores if you want..
Mods introducing new content into the game.
Adds a construction/logistic network extender and customisations for roboports.
Mods introducing new content into the game.
Mod pack based on Industrial Revolution 3 with the addition of several additional mods.
Collections of mods with tweaks to make them work together.
All electric inserters now have filters. The Filter Inserter is now a Long-Fast Inserter, and the Stack Filter Inserter is now a Long-Stack Inserter. Long inserters are now a separate line of inserters. Recipe costs are slightly more expensive Use with the "Auto Blacklist" mod https://mods.factorio.com/mod/Auto-Blacklist for best results.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
If you send a blueprint to your logistic trash, it is destroyed instead
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Buff all trains weight, power and brake force by 4 or desired value. Supposed to make trains equally dangerous at all stages of the game for both your power suit shield setup and biters. Allows to tweak trains through startup config separately.
Mods introducing new content into the game.