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.
Use the new Green Fluid Tank Wagon that gives you the less space (15k) - 100% credit to DellAquila (I just changed it from big to small)
Mods introducing new content into the game.
This mod makes heat exchangers produce steam at 959 F (515 C) to make nuclear ratios nicer.
Mods introducing new content into the game.
Personal tweaks I wish to use on servers I run to get other mods to behave in different ways
A mod that fixes the two annoying softlocks that you get from MSP with bobs+angels
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Your electrical grid is more disaster-prone. Brownouts are far more likely and poles can be overloaded, so you'll need make multiple grids.
Large total conversion mods.
Editable Result Counts from various recipes as well as most recipes have the item counts reduced to 1 with some having the items needed reduced (ex: Heat Pipe changed from Copper Plate & Steel Plate to just Copper Plate)
Mods introducing new content into the game.
Mods introducing new content into the game.
This mod adds real biochemical processes to the game. Alpha version, not yet playable!
Mods introducing new content into the game.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Bigger Power Armor grid without adding extra entities or recipes. Krastorio edition.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Allows you to fix station names in a train schedule. Useful if you have elaborate wait-conditions, and you only have to change a station's name.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Dropped cargo picked up by personal roboports no longer ends up in the player's inventory.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
[Unzip the zip file and paste it into the scenarios folder please!!!][Scenario Only] [Not Balanced Very Carefully][Temporarily 10 hours of content only] Invisible underground sources move around your base, scatter sources and enemies everywhere. I mean everywhere, like spaghetti.
Scenarios, maps, and puzzles.
A button to craft nearby ghost items Republished für Factorio 1.1 This mod is DISCONTIUED. I have merged all crafting mods into one single mod. Please use the successor [Crafting Tools](https://mods.factorio.com/mod/Kux-CraftingTools)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.