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.
Making use of the highest tiers of Bob's mods right to the end game. Introduces more 'advanced recipes' for the classic choice between higher production yields vs simplicity.
Large total conversion mods.
Adds a new kind of train cargo wagon that connects to the logistic system in weird and mysterious ways.
Mods introducing new content into the game.
Removes pollution generation of all entities. Usefull for games without biters.
Mods introducing new content into the game.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Having useless alien artifacts and redundant production lines after all researches are completed? This mod lets you spend excess resources to upgrades, such as bullet damage, logistic robot speed and inserter stack size (and many more), up to level 25. Now you have means to put your surplus goods away other than rockets! (And there will be benefit if you're patient enough!)
Using this mod you can hold massive amounts of items by compressing them!
Mods introducing new content into the game.
Shows total item count instead of just the current stack. Disabled if picker extended is installed.
Small changes concerning balance, gameplay, or graphics.
Significantly boosts player and vehicle light radius for better viewing on YouTube and Twitch
A combinator that displays a signal from the circuit network, with formating options.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds item generator. It's a logistic requester chest which generates requested items.
Mods introducing new content into the game.
Reach up to the skies or dig deep below, expand your base vertically... If you're into that kind of thing. Original by Simcra.
Ores and oil wells never decrease or deplete. Miners show a strange 'expected resources', due to what I consider a bug in Factorio; see https://forums.factorio.com/viewtopic.php?f=7&t=41720 ; This does not seem to be fixable by a mod. When hovering over ore, '723%' means 723 ore. The X/s expected resources when hovering over miners is mostly meaningless; the number X is actually OreCount*((MiningSpeed-MiningHardness)*MiningSpeed/MiningTime)/100, the result of which has no meaning.
Mod that adds terraforming equipment - bridge builders, moat diggers and drawbridges
Mods introducing new content into the game.
Adds many updates of various stuff, new turrets, equipment, ammo, thermal power station (energy source), transmitter of wireless electricity and more
Mods introducing new content into the game.
GUI for automatic request for items from the logistics network for the selected blueprint. GUI is shown only when you hold a blueprint (or book) that can be built. Nothing needless.
Small changes concerning balance, gameplay, or graphics.