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.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Promotes the last crafted item to the front of queue (SHIFT+P), demotes the first item to rear (SHIFT+D) or reset (SHIFT+R) the crafting queue (useful after picking up intermediate items) Be careful that your inventory doesn't explode!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
No new techs will be added; this will merely be maintained. A new QoL research mod will be released when my major modpack releases.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Long Reach, more slot, stacksize, quick start, hp, hp regen, vanilla pole editor, productivity control, advanced fluid handling (pipe...), more panel, steam engine, boiler, substation, beacon, walkable beacon, lamp, belt, inserter.... and much more...
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This fixes some problems when using my vehicles together with Krastorio 2. Such as them using the wrong kind of fuel and equipment
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Server Administrators can delete chunks using a selection tool. Hold shift to delete chunks containing player entities. Inspired by a similar mod by billbo99.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Updated version by Ieuan. Automatically start handcrafting an item on the quickbar that you don't have enough of whenever your crafting queue is empty. Prioritises items in your cursor. Change settings with hotkeys or personal logistics requests. It's like having logistics deliveries for early game!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a large landfill that disposes of trash at the cost of creating pollution
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Calculates production/consumption rates of items, heat, electricity and so on by lassoing machines
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Quickly move items between inventory entities, chests, trains, etc. Cutting your own inventory out of the process.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Your Science Droids were lost on the crash. But you still may find them somewhere around. If you find one, fix it with proper materials, and bring it to your base, so it will work producing science kits. Just build a Working Station and suply then with spare parts (or "food", as they call it), and they will work happily.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A bunch of qol improvements to SE belts, like se-underground length is now 10, lowered craftings time and quick replace.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Modifies all water-placing items from mods to place water safely in a way that doesn't kill characters or creatures. Also has settings to add a basic waterfill item with recipe and to enable individual swimming (water walking).
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Automatically deploys destroyer drones based on enemies around the player
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Set blueprint grid size and offsets by placing the blueprint in the world.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod changes the way you interact with ghosts. You can no longer place a building over a ghost of a different building, which makes blueprints easier to plonk down without construction bots
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.