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.
Mods introducing new content into the game.
Make logistics easier. Replace advanced circuits with electronic circuits.
Mods introducing new content into the game.
New Flamethrower turret: Needs flamethrower ammo instead of pipe connection
Mods introducing new content into the game.
Adds technologies, buildings and items that make ridding of excess gases and fluids easy through evaporation.
Mods introducing new content into the game.
Just some things from No Mans Sky that you can do parallel to your factory to generate more science packs. Start doing the carbon from the trees. Then use a assembling machine to produce ammonia mixing carbon with water. From it you can do all the products and farming the plants gives you resources forever.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Convert missing items in the area of a roboport in signals for logistic network.
Mods introducing new content into the game.
Help get your factory started with some drones! An early (but awful) alternative to robots. Introduces several intermediate tier logistics items (and a few non-logistics items) to bridge the gap between mid game and end game items.
Mods introducing new content into the game.
You can choose what you want to enable from the start. Its a cheat that all belts, all inserters, all poles, all furnaces, all robots, all chest and all assembling machines are released at start with a cheaper price.
Mods introducing new content into the game.
Makes cliff explosions use 1 explosive instead of 10, and requires no barrels.
Mods introducing new content into the game.
Train stops with special names can control trains' schedules as they go by, skipping around their order list.
Mods introducing new content into the game.
You can make plastic bar in refinery using coal and crude oil in the same quantity.
Mods introducing new content into the game.
This mod adds quick recharging for personal bots, removing the need to 'mine' your bots to collect and recharge them quickly. It increases the recharge rate of bots from 1MW to 100MW, and charges the personal robotports energy buffer from the 'aether' (it will no longer drain your solar panel/fusion reactor equipment or batteries). This could be considered cheating, as your personal bots recharge for free, however manually mining your bots when they need to charge does the same thing... Originally by djungelorm, updated for .17
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Motorized Reinforced Concret mod. Concret that speed you up even more!
Mods introducing new content into the game.
Mods introducing new content into the game.
Removes Military Science from the Portable Fusion Reactor and Power Armor Mk 2
Mods introducing new content into the game.