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.
An example of using fThesaurus. Copper can be used instead of gears, but not the other way around. Requires only 2 lines of code.
Mods introducing new content into the game.
This mod will try to make every item/fluid in the game replicable. This includes all items from mods. The time needed to replicate an item is based on the sum of its ingredients replication time. Per default the resource generation is enabled, but you can turn it off in the config
Mods introducing new content into the game.
This is a simple modification that adds up to two by-products to the intermediate products: scrap metal with a probability of 10% for one or 5% for two scrap metal types. This scrap metal can be collected and later processed in a recycler and then smelted into plates again. It's very simple, but it adds a small layer of complexity to your transport-belt layout. In the early game you can easily solve this with splitters or filter-inserters. Later in high-production areas, you have a dedicated transport-belt.
Mods introducing new content into the game.
Made for 501_General_Venator. Changes the Space Rail recipe to use 100 plastic bars instead of the energy catalogue. Also minimizes the recipe to a 1 rail output variant
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.
This mod revisits the early game of Factorio and pushes the electrification a bit further back by extending the Burner-Stage and inserting a new stage: Steam-Stage (buildings will be powered by steam). The production lines of this mod focus on fuel production, but it also comes with a few new intermediates and a new science package. It does not change the standard Techtree too much, the majority of the related tech for this mod comes before the vanilla techtree even begins. The vanilla techtree and most of the other mods content are locked behind a new technology called "Electrification" which can be called the goal of this modification.
Mods introducing new content into the game.
makes rare metals rare, and modifies core processing cost based on result count
Mods introducing new content into the game.
Inspired by WhistleStop Factories: Spawns massive furnaces and assembly machines around the map to make the game all about building trains to connect them. Supports buildings from Bob's and Angel's, including labs.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Adds a recycling plant that scraps things for parts. Original by Ricky Ford, I changed it so that recipies are automatically generated based on all recipies in the game, even ones added or changed by mods.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds 2 tiers Mining Drills, Solar Panel, and Accumulators that are costly but powerful and also lets you upgrade beginning machines to the late game machines.
Mods introducing new content into the game.
This is a small mod that adds electric cars and tanks (thats needs batteries) and a charging station. Vanilla and Bob's batteries have now a fuel value, if these are depleted you can recharge them at a charging station.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
This mod adds replicators, machines which can produce items using nothing but electricity. Lower tiers of replicators are the most energy efficient and can essentially transform depleted, empty land into a resource. Higher tier replicators can simplify production lines or otherwise act as a convenience. Tier 1 replicators can replace depleted mining drills, allowing your expansion to be for growth rather than necessity.
Mods introducing new content into the game.
This mod enables you to cultivate trees and/or other plants. Published under the GPLv3 All thanks to the Treefarm and Treefarm-Lite creators drs, Blu3wolf, Treefarm Team
Mods introducing new content into the game.