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.
A way for players to apply their crafting item layout to their logistics window
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Adds more start items to save your time, patience etc (doesn't affect technologies) Anyone can translate the mod on Crowdin. https://crowdin.com/project/factorio-mods-localization
Small changes concerning balance, gameplay, or graphics.
The quality-of-life mod you have always wanted (and honestly should be in the base game). Press ALT+Q to build whatever your cursor is hovering over. Press SHIFT+ALT+Q to build multiple.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a simple fish production cycle to fit various doubious uses. May help to mass-produce fish-brained-units
Mods introducing new content into the game.
Mods introducing new content into the game.
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.
Add technologies mechanics and others... This mod requires the activation of my other mods: - Ritn Lumberjack (+ Bio Industries) - RitnMiner - RitnGlass - RitnSmith - RitnElectronic - RitnPurple To activate the whole ModPack you will need RitnResearch.
Mods introducing new content into the game.
Delivers the capsule and rocket parts to the silo with construction robots.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Compatibility patch for Space Exploration (by Earendel https://mods.factorio.com/mod/space-exploration) Allows some entities from other mods to be built in space. Allows Memory Storage (by notnotmelon https://mods.factorio.com/mod/deep-storage-unit) containters (and all of it's sub-mods) to be build in space. Allows Improved Combinator (by SomeUserName785 https://mods.factorio.com/mod/ImprovedCombinator) to be build in space.
Mods introducing new content into the game.
Adds neptunium, plutonium, thorium and radium processing. (Maintained by Scrapper_101)
Mods introducing new content into the game.
Mods introducing new content into the game.
Original Author: Aephiex. Adds 2x2, 3x3, and 4x4 version for all vanilla chests. They each have x8, x27, and x64 storage.
Mods introducing new content into the game.
Replaces the research complete sound with the Better Call Saul intro.
Small changes concerning balance, gameplay, or graphics.
Modifies zoom functionality and provides buttons to save/zoom to a position on the map.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.