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.
Rampant(and others) fix by problemlow. Originally by Yes-Man, his description was as follows: Craft and plant (blue-printable) tree saplings that grow into trees, and automate it with the Recursive Blueprints mod. This is an update of 'My Tree Mod' from SamuelCombrinck, which was inspired by 'Simple Saplings' made by hypermark which apparently was a fork of 'JJtJJs Tree Planting Mod'.
Mods introducing new content into the game.
Changes vanilla recipes to be chained a little more: every armor requires the previous one, same for furnaces, power poles, etc.
Small changes concerning balance, gameplay, or graphics.
Makes Hilladdar's modpack compatible at RitnMods. Rend compatible le modpack Hilladdar's au RitnMods.
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.
Large total conversion mods.
Mods introducing new content into the game.
Mods introducing new content into the game.
Spawners may drop Kervran stones, a rare item that can be used for resource generation.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Enables productivity modules for recipes added by other mods.
Mods introducing new content into the game.
Adds many advanced versions of machines such as the Electric Furnace, Crafting Machine, Processing Plant, Oil Refinery, Beacon, And also MK4 and MK5 Modules including a God Module The God Module has the perks of all Modules and it can be MK1-5.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
** USE ONLY ON A NEW WORLD ** This mod selectively removes/hides certain technologies which are NOT considered "Tier one". Only the lowest level "Tier 1" buildings and technologies are allowed for a primitive lifestyle. Certain settings can be toggled ON to override the default behavior.
Small changes concerning balance, gameplay, or graphics.
Adds extra mod replication support for Dark Matter Replicators.
Mods introducing new content into the game.
Adds to the game advanced, high-speed machines for the Assembly of components that are 16 times higher than the vanilla machines 3 levels. Balanced. Language en, ru, de, fi.
Mods introducing new content into the game.
Mods introducing new content into the game.