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.
Attach notes to combinators, entities... almost everything + Adds signposts. All notes are saved when you export a blueprint as a string (but you need the mod to read them).
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Adds one more (faster but more expensive) tier of Electric furnace, Ore refinery, Chemical plant, Assembling machine, Long handed inserter, Lab, Pumpjack, Pipe, Offshore pump, Storage tank, Transport belt, Electric mining drill, Roboport and Centrifuge. You can enable/disable any of these in mod settings as well as change both speed and energy usage.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Mod pack for better UPS, FPS etc. Download this modpack via the game.
Collections of mods with tweaks to make them work together.
Disables biter spawning and deletes all enemy units when loading a game. Reversible by removing!
Mods introducing new content into the game.
Whey a player dies a corpse marker notice is added to their force's mini map indicating the place of death. Because who remembers where exactly their dead body lies?
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Greatly expands the extent of mine warfare! Adds various land mines. Currently includes incendiary land mine, anti-tank land mine, napalm land mine, poison land mine, atomic land mine. Also adds different ways for mine scattering and sweeping. (Locale: English, Deutsch, æ£é«”䏿–‡, Português Brasileiro)
Mods introducing new content into the game.
Mods introducing new content into the game.
Evenly balances input & output lanes on a belt. Like a splitter, but for the lanes on a single belt. New added features: - Filtered balancing. - Can be managed through logic & logistic networks for enabling/disabling & filtering. ** Looks for skilled graphix designer to build new HR sprite for mod. **
Mods introducing new content into the game.
Toggle minimap, research progress, toolbar, alerts and rail block visualisation on and off with hotkeys.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mod Mash Splinter for Logistics, includes 2 higher tiers belts and mini loaders, snapping and wagon support
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds tools to make fluid handling with pipes much better. -Orphan finder -Pipe cleaner (In Blueprint Menu) -Underground Pipe Highlighter Press <CTRL SHIFT P>(press again to toggle off) - Pipe Highlighter Verify connections by hovering over pipes. (Configurable in mod settings) -Pipe clamps Press <CTRL + R> on pipes, or use tool from Blueprint Menu (Like flow control but automatic) -Auto clamps (close proximity pipe laying without pipes connecting) toggle with /autoclamp or <CTRL SHIFT C> [Check mod startup settings for disabling certain parts of mod if you want QoL only]
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Removes the restrictions on productivity modules in beacons and allows those modules to affect ALL recipes. Also provides settings to change vanilla beacon stats. All features can be disabled individually - no forced side effects.
Mods introducing new content into the game.
A Shortcut Button to regenerate a world surface. If you have added or removed mods, or changed mod settings that affect terrain generation this utility can apply those changes to your current game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.