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.
A handy collection of Mr. Hoorn's Favorite Map Presets. YAY!
Scenarios, maps, and puzzles.
Collections of mods with tweaks to make them work together.
Collections of mods with tweaks to make them work together.
This mod gives you a selection tool that allows you to disable the construction zone for roboports. A shortcut button turns all Roboport construction zones back on. Useful for when you're planning a new part of the factory with ghosts and don't want your bots to start to start construction until it's done.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
With this mod, you can easily find any recipe that is missing from crafting (after updates, it can happen) and activate it. There is also a button that can scan and list for you all the recipes that are wrongly unavailable. That saved my game.
Mods introducing new content into the game.
You may have crash-landed on this planet, but it seems you weren't the first to settle here. Abandoned Ruins adds ruins to world generation for you to explore and build into your own base, but be careful... Just because the ruins are long since abandoned, their defences might not be as dormant.
Mods introducing new content into the game.
Unlocks permanently locked tech left behind by MSI II after removing it. WARNING: THIS MOD UNLOCKS ***ALL*** TECH, MEANING IF OTHER MODS LOCK TECH, THEY UNLOCK TOO.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod re-add the basic chemical plant to the game to be compatible with bob's mod.
A WIP Mod to add my favourite Renders From the Artist zynexis, Please Support him on Youtube/Deviantart Currently there is only one picture because I lack the abillity to code a second one, but more will be here as soon as possible
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Fix iridium and glass pyroflux smelting recipes so that they can be crafted in the absence of K2.
Small changes concerning balance, gameplay, or graphics.
A constant combinator that can emit all possible signals at once.
Mods introducing new content into the game.
Translations for other mods.
Fork of Ondra4260's Bot Inventories mod, with added support for Space Exploration and Krastorio 2
Small changes concerning balance, gameplay, or graphics.
Adapt tech cost for the diffrent stages of the game heavly inspierd by Configurable Research Cost by ZarSasha thanks couden't do it without you
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.