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.
Cross-compatibility patch to resolve snarls between mods that add recipes to basic-crafting and mods that don't add basic-crafting to their assembling machine variants.
Collections of mods with tweaks to make them work together.
As you research more advanced technologies, earlier products can be made more efficiently. Vanilla recipes remain the same, but new, alternate recipes can be utilized to improve the efficiency of raw material consumption at the cost of higher production complexity. No new items or technologies are added; only recipes are added at various stages of the game.
Small changes concerning balance, gameplay, or graphics.
This mod makes power armor and construction bots free and avaiable from the start, and makes equipment smaller
Small changes concerning balance, gameplay, or graphics.
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 adds general researches that benefit the play. List includes: Player Craft Speed, Player Mine Speed, Extended Reach, Inventory Slots, Health, Running Speed, Number of Quickbars, Research Speed & Research Productivity
Large total conversion mods.
The Spice Rack is intended to spice up the vanilla game by changing some well chosen details. Most changes can be disabled individually. Change effectivity modules and furnaces/drills to increase difficulty due to pollution
Small changes concerning balance, gameplay, or graphics.
A simple mod that allows you to specify defaults for placed train stops. Currently, this just means the train limits.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
ModPack with the mods I generally use. Generally Utility and ease of life, with a bunch of content mods
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.
Collections of mods with tweaks to make them work together.
Changed sprites of the three levels of vanilla underground belts to the old ones from 0.15 or lower (I love them). Made with https://mods.factorio.com/mod/texturebase ΠΠ°ΠΌΠ΅Π½Π° ΡΠΏΡΠ°ΠΉΡΠΎΠ² ΠΏΠΎΠ΄Π·Π΅ΠΌΠ½ΡΡ ΠΊΠΎΠ½Π²Π΅ΠΉΠ΅ΡΠΎΠ² Π½Π° ΡΡΠ°ΡΡΠ΅ ΠΈΠ· Π²Π΅ΡΡΠΈΠΈ 0.15 ΠΈ Π½ΠΈΠΆΠ΅(ΠΠΎΡΠΎΠΌΡ ΡΡΠΎ ΠΎΠ½ΠΈ ΠΌΠ½Π΅ Π½ΡΠ°Π²ΡΡΡΡ) Π‘ΠΏΡΠ°ΠΉΡΡ Π²Π·ΡΡΡ ΠΈΠ· ΠΎΡΠΈΠ³ΠΈΠ½Π°Π»ΡΠ½ΠΎΠΉ ΡΡΠ°ΡΠΎΠΉ Π²Π΅ΡΡΠΈΠΈ ΠΈΠ³ΡΡ ΠΈ ΠΏΡΠΎΡΡΠΎ Π½Π°Π»ΠΎΠΆΠ΅Π½Ρ Π½Π° ΡΠΏΡΠ°ΠΉΡ-Π»ΠΈΡΡ ΠΈΠ· 1.0 ΠΈ Π²ΡΡΠ΅)
Small changes concerning balance, gameplay, or graphics.
Other teams can't use/change your factory anymore. This mod is designed for PvP, TvT and some PvE scenarios.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Boosts throughput for turbines and heat exchangers (regular or bob's) to align with nuclear generators at a 1:1:4 (for 3 neighbor) or 1:1:3 (for 2 neighbor) ratios (reactor : heat exchanger : turbine). This allows for UPS friendly nuclear power setups even in megabases (100+ nuclear reactors).
Mods introducing new content into the game.
Allows manually building ghosts by hovering your cursor over them. Use Shift + X to toggle manual ghost building. Also works with entities marked for upgrade or deconstruction.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Output the same constant circuit network signal for all Global constant combinator entity. To set the signal, copy a constant combinator entity and press CONTROL + SHIFT + left mouse button.