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.
Mod that modifies resource spawning to strongly encourage outposts connected via trains
Mods introducing new content into the game.
Safely stop trains at signals or stations. All trains stopped can be restarted. Automatic train and locomotive counter.
Mods introducing new content into the game.
Upon migrating, reinitialization is called to fix on_chunk_generated error.
Mods introducing new content into the game.
When driving a train in manual mode, shows a visualisation of rail directions (which one is left, straight, right). Use CTRL + Q in order to enable.
Mods introducing new content into the game.
Want to get from one end of your big expansive base to the other? Hate running or driving cars? Then why not take the train. With this mod you get a quick and effective way to use your rail infrastructure for personal transportation.
Mods introducing new content into the game.