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.
Removes the AAI iron electric pole from the game to encourage the use of the other poles instead.
Small changes concerning balance, gameplay, or graphics.
Fork for SE. Generate 1TW (1000GW) of energy by creating a megastructure-the Dyson sphere. (Attention, creating a Dyson sphere leads to the disappearance of light in the entire star system!). This mod required for many of my mods (or you can try generate such energy by yourself, good luck)
Mods introducing new content into the game.
Rockets, Nukes, Biters and Suffering >:} | Server IP: 94.247.42.20 Password: blm
Collections of mods with tweaks to make them work together.
My SE modpack. Also contains a few tweaks, too small for their own mod.
Collections of mods with tweaks to make them work together.
The spaceship is wrecked, but thankfully the Auxiliary Power Unit is still working and can be used as a tiny infinite power source generator.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
Click power pole no more. Open nearby Electric Network Info GUI via keyboard hotkey
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A mod that disconnects all wires from newly built entities. See how far you get without wires!
Mods introducing new content into the game.
Reactors use fuel quicker whilst their tempratures are below useful levels.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Adds a version of Space Exploration's electric boiler that uses tertiary power priority, for use in steam batteries.
Small changes concerning balance, gameplay, or graphics.
Adds a low throughput accumulator for use with the Clockwork mod, for better game balance.
Mods introducing new content into the game.
You can burn the dead bodies of monsters you kill for fuel. [fork of TheDeadBurn_v17]
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
fork of powered area. increases supply & wire distance of all electric poles. adds support for krastorio and upl. also increases supply & wire distance for small poles.
Small changes concerning balance, gameplay, or graphics.
Adjusts the maximum wire distance of big power poles (and optionally the supply area of substations) to better align with the chunk grid.
Small changes concerning balance, gameplay, or graphics.