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.
Other teams can capture your factory now. This mod is designed for PvP, TvT and some PvE scenario
Scenarios, maps, and puzzles.
More menu simulations. Some are wacky, others may spoil things - be warned.
Small changes concerning balance, gameplay, or graphics.
Progress through 6 ages of technology, starting with steam and tame exotic matter in the end. Adds various game mechanics, a variety of new resources and big machines.
Large total conversion mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod makes a few changes to recipes in the game, to try and make it feel a little better. Can turn off specific changes in settings.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
When placing a pumpjack, set the oil patch so that it bottoms out at 0.2/s
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Moves up the weapons/armor GUI to match the shortcut bars. Does not do it automatically, changes via a startup setting.
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.
This mod extends the in-game options of adding 1, 5 or all items to the build queue by a configurable amount
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a recipe for grenades that is more complex but efficient. After all, why shouldn't you make grenades from explosives?
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Increase supply area distance and maximum wire distance of electric-pole (medium electric-pole, big electric-pole, and substation)
Small changes concerning balance, gameplay, or graphics.
Doubles stack sizes, originally created for SE mod in order to try and keep some sort of balance.
Small changes concerning balance, gameplay, or graphics.
Derandomizer: Reduces or removes RNG from Seablock recipes to get more comparable experiences Currently supported: - Mineralized Water Crystallization - Seed extraction recipes for gardens (First tier recipe ratio is changed, but second tier advanced recipe ratio stays)
Small changes concerning balance, gameplay, or graphics.
The Spice Rack is intended to spice up the vanilla game by changing some well chosen details. Most changes can be disabled individually. Small, but impactful changes to science, labs and rocket silo to increase difficulty.
Small changes concerning balance, gameplay, or graphics.
Adds Nucleonic fuel and Unstable Plasma fuel. They are both so powerful that they will damage the locomotive that uses them.