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.
Mods introducing new content into the game.
Far better graphics for Bob's mods by Qumojo/qjm123 and Nexela. Graphics compression by Inequalitix.
Small changes concerning balance, gameplay, or graphics.
Contains all the support code that allows for electric vehicles and their recharging. Powers the the Electric Vehicles mod.
Creates a Tomb Stone with all your stuff in it when you die Tomb Stones can't be used as massave chests and need to be mined to get items back, which then leaves a little memorial stone, they can also be damaged and destroyed Graphic stolen from Hazzard's Gravestones, because I prefer Hazzards graphic to all the other death save MODs, but it isn't working on my copy of Factorio
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.
Fusion power, asteroid mining, maglevs, railguns, lithium-ion batteries, farms, bioplastic, fertilizer, more chemicals, realistic rocket propellants and more
Have you ever wondered how distroying alien spawners ended up helping the aliens evolve? Or have you ever wanted a way to reduce the alien evolution factor? Or do you sometimes want to be left in peace to build your factories, but find peaceful mode a little too easy? This MOD solves these problems :) Destroying alien bases will reduce alien evolution This MOD is designed to introduce a new difficulty level between Peaceful and Normal
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
Even if you disassembled an outpost, traces of your stay will remain on the alien planet for many years.
Small changes concerning balance, gameplay, or graphics.
Transport belts now require energy to operate. Energy is supplied by Transport belt controllers.
Mods introducing new content into the game.
Mods introducing new content into the game.
This mod allows the player to toggle exoskeletons on and off. As of 0.17, this functionality is in the game on the menu bar by the quickbar.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a burner assembling machine capable of crafting single-ingredient recipes.
Mods introducing new content into the game.
Changes all stacksizes ingame to set amount(Configurable in mod folder)
Changes the color of any wagon, whether it's empty (green) or partially filled (yellow) or full (red).
Mods introducing new content into the game.