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.
Made for 501_General_Venator. Changes the Space Rail recipe to use 100 plastic bars instead of the energy catalogue. Also minimizes the recipe to a 1 rail output variant
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.
THIS MOD IS IN ALPHA, DO NOT INSTALL IT INTO AN ACTUAL WORLD!! Adds electric trains that are powered by overhead catenary lines. Designed to use minimal scripting for maximum performance.
Mods introducing new content into the game.
Adds futuristic trains desinged for original game. These trains are faster and have more capacity, but are more expensve to build
Mods introducing new content into the game.
Mods introducing new content into the game.
Run electric trains using battery packs that can be removed and recharged.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds in a mobile roboport wagon, which is powered by an onboard burner. It can be used to run routine repairs at outposts, to automatically shuttle resources and build structures in remote locations, or perform other such tasks where a normal stationary roboport just won't cut it.
Mods introducing new content into the game.
Automatically requests low-fuel trains, easy to set up and highly customizable.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Rebalance Electric Train to better fit Krastorio 2's tech progression.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Convert standard rails to naked rails, removing the gravel and/or sleepers. Can also change rails to rail remnants for a destroyed look.
Mods introducing new content into the game.
Mods introducing new content into the game.
Makes trains audibly squeal/screech as they brake, to soothe your ears and engineering brain. This mod is incomplete. Currently, ONLY trains on automatic schedules will produce squeals. Trains with temporary stops also do not produce squeals. These are intended to be fixed in a later update. This is my first mod! If you have feedback, please let me know in the feedback page, or on Discord/Telegram, preferably in the Factorio official discord.
Small changes concerning balance, gameplay, or graphics.
Attempts to name newly-placed train stops based on nearby features.
Mods introducing new content into the game.
This mod extends Bob's logistics and adds: - Cargo wagons for all occasions! *Assuming your occasion is heavy hauling
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.