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.
Minimod that allows you to set the stack size of the Warehouses from the Warehousing Mod by anoyomouse
Standalone expansion for more circuit network/speaker signals
Mods introducing new content into the game.
Start with a Mk5 Armour and Nuclear contstruction Robots. Also includes Shields and personal defence + Spidertron. Designed to rapidly skip the early game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds Free market which works with any chest. Customizable, plain. Sell/buy items from other teams. You want more fair market with players than "Black Market"? You found what you were looking for. UPS friendly+, it works with any mod. Anyone can translate the mod on Crowdin. https://crowdin.com/project/factorio-mods-localization Free market + bottomless storage: https://mods.factorio.com/mod/iFreeMarket
Mods introducing new content into the game.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a Satisfactory like codex with quick search to Factorio, which can act as a calculator and display information about items, recipes, technologies and factories
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Removes the unplugged and no power icons, and optionally no fuel, no ammo and/or no logistic network, by replacing their graphic. Options allow for full or partial transparency, and optionally half or double size icons.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Circuit wires and copper cables aren't consumed when connecting to poles and machines.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Vehicles move like players! - W for North - A for West - S for South - D for East And so much more!
Mods introducing new content into the game.
“I can’t believe I didn’t see that coming.” Hannah turned her head at the voice, only to find the speaker was none other than Ronan Lynch. “What are you talking about? The planet doesn’t have a gravity well! It would’ve been fine.” The boy smirked. “It’s not me it’s the alien planet. And no, I don’t mean the world itself but the part we were flying through it on.”
The evolution value of enemies is equal to the ratio of how much science you have finished.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Adds a new supplemental ore that can be processed into the other raw resources.
Mods introducing new content into the game.
Removes crude oil deposits and crude oil tech/recipes. All oil-based products stem from Coal Liquefaction instead, and the new Coal Compaction tech/recipe jump-starts the Coal Liquefaction process without requiring Heavy Oil.
Mods introducing new content into the game.
A severely over-engineered standalone port of advanced assembly machine from Krastorio 2, with optional Space Exploration rebalancing, as well as a custom recipe generation script to circumvent game's max 1-craft-per-tick limitation.
Mods introducing new content into the game.
Cheap and slow belt + inserter, without technology, for complex game settings where you can't have those before a while. Not upgrdable on purpose, for maximum compatibility.
Mods introducing new content into the game.
Train acceleration now depends on the loaded items (freely adjustable realism factor)