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.
Mods introducing new content into the game.
Alters the recipe of Satellites to require a Radioisotope Thermoelectric Generator, created from Uranium Fuel Cells. Intended to make uranium processing feel more integrated into the main game and required for space science. Credit to Flaming Carrot for the original.
Small changes concerning balance, gameplay, or graphics.
I find the notnotmelon fork of Factorissimo2 to have very expensive recipies for factory buildings. Unlike the original version it also does not have a mod setting to make them cheaper. So, this mod reduces their ingredient cost by a factor of 10 and crafting time by 3. This also affects the space-factorissimo-updated factory buildings.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Greatly strengthens core miners. Greatly weakens non-core miners. Reduces cost of tech before core mining is viable.
Small changes concerning balance, gameplay, or graphics.
Show % progress, ETA, 5-sec average rate, and unit count on the current research
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Call a train. Spiders come when called, why shouldn't trains do the same? Personal shuttle, build train, artillery or any train you need right in front of you.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
An Unofficial TransportDrone Compatibility mod With PYAE. 小车PYAE兼容mod
Translations for other mods.
KRMs are modpacks for my private server, with potential tweaks and bug fixes. Yet another Krastorio 2 & Space Exploration modpack.
Collections of mods with tweaks to make them work together.
Gives random items to you when you have killed the nests. Please, use https://mods.factorio.com/mod/zk-lib instead
Adds 2 recipes that convert Krastorio Reinforced Plates from/to dark/light.
Small changes concerning balance, gameplay, or graphics.
Applies the mining productivity bonus to Angel's Refining's crystallizers. forked by monke, original author minno
Small changes concerning balance, gameplay, or graphics.
Send trains to stations receiving signals that match the train's cargo, or use signals to send a train to pickup cargo. Includes an option to automatically add refuelling stops to train schedules.
Mods introducing new content into the game.
Krastorio 2 + 248k + Quality of life + Interfaces + Harder enemies + Fun tech
Collections of mods with tweaks to make them work together.
A collection of assorted enhancements. This mod does nothing by itself but establishes dependencies to other mods.
Collections of mods with tweaks to make them work together.
Mods introducing new content into the game.