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.
Adds a new turret type that uses rocket ammo as well as different types of rockets. Turrets have a range limiter and increased explosive resistances to help with rocket mechanics. Work very well in tight groups.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Using this mod you can hold massive amounts of items by compressing them!
Mods introducing new content into the game.
Shows total item count instead of just the current stack. Disabled if picker extended is installed.
Allows you to set a desired size for your players inventory, defaulting to 120 (2x). Ranges from 60 (factorio default) to 480 (8x).
Significantly boosts player and vehicle light radius for better viewing on YouTube and Twitch
Reach up to the skies or dig deep below, expand your base vertically... If you're into that kind of thing. Original by Simcra.
Ores and oil wells never decrease or deplete. Miners show a strange 'expected resources', due to what I consider a bug in Factorio; see https://forums.factorio.com/viewtopic.php?f=7&t=41720 ; This does not seem to be fixable by a mod. When hovering over ore, '723%' means 723 ore. The X/s expected resources when hovering over miners is mostly meaningless; the number X is actually OreCount*((MiningSpeed-MiningHardness)*MiningSpeed/MiningTime)/100, the result of which has no meaning.
Provides alternative methods of Plastic and Battery production based on methane instead of oil. Methane can be created from water and carbon dioxide.
Mods introducing new content into the game.
Create reusable logistic presets to simplify requesting and trashing items
Mods introducing new content into the game.
GUI for automatic request for items from the logistics network for the selected blueprint. GUI is shown only when you hold a blueprint (or book) that can be built. Nothing needless.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Provides chests that will equalize their contents between direct neightbours.
Mods introducing new content into the game.
Makes the progression of production and high tech science packs more separate by adding two new ores, one being necessary for each science pack. Adds lots of new stuff to make with these new resources that you will need to build the rocket.
Large total conversion mods.
You aren't alone on Nauvis. Someone, something out there wants you to succeed and get off the planet. You've been noticing strange crates that don't look like they're from this planet landing nearby occasionally. They seem to contain supplies for you. You don't know who's sending them, but whoever they are, they're certainly helpful.
Small changes concerning balance, gameplay, or graphics.