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.
Mods introducing new content into the game.
Mods introducing new content into the game.
Modular storage is a storage system that can store and show a lot of resources. and can be imported and exported in multiple ways
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
For those who lack the patience for the burner stage, start with enough material and machines to start a simple factory, from power setup to some automation 'inspired' by TehRoach's Skip first hour, but without the trains and some tweaks I wanted
Mods introducing new content into the game.
Uses solar energy to heat air, which rises and turns a turbine See mod page for more details.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Health from 250 to 25.000, Healing per tick from 0.15 to 1.00, Inventory from 60 to 600, Build/Drop/Reach distance from 6 to 60, Enter vehicle distance from 3 to 10, You bleed blue, Running from 0.15 to 1.00, Mining speed from 0.01 to 1
Mods introducing new content into the game.
Simple mod which allows you change various train pathfinder penalties for various conditions. Check MOD SETTINGS for setting the penalty values
Mods introducing new content into the game.
You can put and remove machines normally, but all items that you put in your factory will be indestructible. Even if you REMOVE THE MOD.
Mods introducing new content into the game.
You've used your ingenuity as an engineer to hack your original splitter design, creating new splitters that perfectly balance transport belt inputs. These hacked splitters require extra circuitry and are best used with single-item belts as they no longer perform the function of their baser models. They unlock when their respective counterparts become available.
Mods introducing new content into the game.
Fresh water is like oil. You can research an offshore pump later in the game, but you have to desalinize the water.
Mods introducing new content into the game.
Adds a combinator into which a blueprint can be inserted. The combinator then sends the items in the blueprint to the circuit network.
Mods introducing new content into the game.
Mods introducing new content into the game.
More then only one size of nuclear reactor, small reactors make lower power, but bigger make higher
Mods introducing new content into the game.
Addon to stack items from Omnimatter with Deadlocks Stacking Beltboxes/Crating Machine
Mods introducing new content into the game.