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.
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.
Strong Pistol with low firing rate (good for saving ammo). Now updated for Factorio 1.1
Mods introducing new content into the game.
Adds an assembling machine with integrated requester chest and output buffer chest, which is able to craft only items usually produced in a mall. This helps to build up a botbased mall a lot earlier, without needing to research logistic network.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
The Spice Rack is intended to spice up the vanilla game by changing some well chosen details. Most changes can be disabled individually. Map presets for harder rail worlds
Small changes concerning balance, gameplay, or graphics.
This is a small update to the Agent Orange Mod for 0.17 by Renakastrasz, to make it work with Factorio 1.1.
Mods introducing new content into the game.
Adds a railway motor car as an equipment to ride the railway without placing a locomotive manually.
Mods introducing new content into the game.
A factorio factory is very wide, single recipes can change items significantly, in reality factory lines are more often than not very long, with small changes at every machine. This mod tries to recreate that feeling by splitting most recipes in the game per ingredient. Thresholds and other settings available. See the mod portal for more info.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Rebalance various stargate recipes, three types of stargates from stargate mode and K2 planetery teleporter, according to its functionalites. The original SE force the tech-tree of any kinds of teleportation recipes after DSS4 but this mod makes teleportation and stargates starting from DSS2 to DSS4 while better one opened at higher technology.
Small changes concerning balance, gameplay, or graphics.
Adds a few new metals and other raw resources amd intermediate products to the game.
Mods introducing new content into the game.
Large total conversion mods.
Small changes concerning balance, gameplay, or graphics.
This mod stays very close to the vanilla game but extends it with a lots longer and harder endgame. Every tweak is documented and customizable.