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.
Currently, artillery turret gets longer auto range to compensate for it's immovable nature also a minor damage buff.
Mods introducing new content into the game.
The maze itself is destined to be automated. Original mod by H8UL. Fixed for 1.1 by kajacx, and garr150354839 made the starting area minimum one chunk.
Mods introducing new content into the game.
Find that damn last worm on a planet with Space Exploration. (Open crude UI with Ctrl+P)
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
This helps you to do some of the achievements by stopping you from doing what would invalidate the achievement. Entirely configurable with mod settings.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Unified equipment grids, smarter ore spawning, better integration of mods, and much more. Make rare ores actually rare. Make belt tiers beyond 2 meaningful. Put equipment from any (supported) mod into any (supported) armor or vehicle, or even just allow player equipment in vehicles. Remove barrel logistics entirely. Plus many more things I can't fit in this summary. And every gameplay-altering effect can be toggled in settings.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
All items produce industrial waste, which must be recycled. See the Changelog and FAQ for other mod compatibility.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
On destroying of buildings you have a chance to get some loot from it. / Compatible with all mods, UPS friendly, multiplayer friendly. / Good for PVP multiplayer games, take resources from destroyed base.
An extension from “Schall Belt Configuration”. Supports mod “Bob's Logistics”. (Locale: English, Deutsch, ćŁé«”ä¸ć–‡, PortuguĂŞs Brasileiro)
Mods introducing new content into the game.
Shatters Factorio terrain generation and rebuilds it from the ground up. Enclosed are many wacky map presets to spice up gameplay.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Biters/spitters, turrets, and spawners don't heal every tick, instead only healing after not taking damage for long enough. Configurable.
Small changes concerning balance, gameplay, or graphics.