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.
Replaces the current vanilla mining drill with the first reworked version of the mining drill.
Small changes concerning balance, gameplay, or graphics.
The core of this modpack is Angel's, Bob's and Clown's mods.
Collections of mods with tweaks to make them work together.
Tesla coil based military applications: 2 types of turrets, a tank and related technologies. All in one.
Mods introducing new content into the game.
This is https://mods.factorio.com/mod/TradeRouteOverhaul updated for 1.1 From DaveMcDave: My take on balancing Singistics. Total conversion replacing crafting and research with randomized trade routes. Not intended to be compatible with any other mods.
Large total conversion mods.
Modded Version from MFerrari's RPGsystem. This mod adds a basic RPG system to the game (XP, level-up and skills)
Small changes concerning balance, gameplay, or graphics.
My nuclear powerplant in UPS friendly: I took my 1.1 GW (2*4 reactors) smart-powerplant blueprint and made it into a single entity. Blueprint-String is in the .zip This entity costs all the ingredients the original construction would cost (unless I missed something; this is a WIP). It consumes 1 fuelcell every 25 sec: the original eats 8 every 200 sec under full load. It pauses consumption, if not enought energy is used up - as the original would in a way. (Currently not rotatable and the water-requirement at the offshore pumps is not checked either/doesnt work)
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
23 New enemy forts, 7 new assets, 3 new craftable items, a second recipe for A-bombs, 2 new crystallography research to complete and explosive machinegun ammo. This ruin pack is designed to challenge the player. This mod now detects K2 and RedDwarf ruins and includes them but FortressRuins should be selected in the mod settings as the ruin pack. Fixed steel chest bug that prevented player from looting. Usage of Claim Object tool in players toolbelt is still a requirement.
Small changes concerning balance, gameplay, or graphics.
Just a bunch of signals that I personally love using when naming my train stations!
Mods introducing new content into the game.
添加了尤里的心灵控制塔与一个类似心灵控制器效果的胶囊,能够控制敌方单位,但是由于虫族的心灵过于脆弱,它们会在被控制的半分钟后逐渐死亡。 Please use this mod under 简体中文 or English Locale, thanks.
Mods introducing new content into the game.
Changes the Collision Mask for Rail Signals and Chain Signals to be independent of Rails. This allows freer placement, for those builds with low spacing, or converting between LHD and RHD when not otherwise possible. Should work for any modded signals and signals in disguise as well Disclaimer: the mod author takes no responsibility for any problems or difficulty with debugging intersections made using this mod
Small changes concerning balance, gameplay, or graphics.
Add character upgrade point system. Rebalances for stat gains and costs.
Mods introducing new content into the game.
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.
Fuse Capsules with ammunition. The capsules are fun, but even more fun when you can use them a bit quicker, without the hassle of switching between them and the deployment being automated when you shoot!
Mods introducing new content into the game.
Mods introducing new content into the game.
Forces can buy and sell items for credits via buy-boxes and sell-boxes. Also has Land Claim, Specializations and Early Bird Technology. Author: Luke Perkin. Modified by ZwerOxotnik Anyone can translate the mod on Crowdin. https://crowdin.com/project/factorio-mods-localization
Large total conversion mods.
Mods introducing new content into the game.
DyWorld Chemical Recycling, which recycles ingredients into their components based on their chemical formula. Other mods can add recycling for this. Information can be found on the mod portal for this mod. This mod does NOT require DyWorld-Dynamics, but DyWorld-Dynamics is greatly enhanced by this mod (as is this mod)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.