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.
Introduces some supportive turrets and weapons that help you killing enemies, not by dealing high damage, but by slowing them down or distracting them. The vanilla weapons will still be useful.
Mods introducing new content into the game.
Tired of sending rockets to space for no gain other than an increasing score!?
Mods introducing new content into the game.
Mods introducing new content into the game.
Splits stack size for normal and stack inserters into linked research branches.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds grids from Bob's Warfare to AAI vehicles, since other vehicle grid mods won't work properly with bobswarfare.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mod that adds a new small tower that can recharge robots, though they can't dock with it.
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.
Adds a hotkey to toggle automatic mode on or off for the player's current train.
Mods introducing new content into the game.
Adds extra virtual signals to Factorio. Currency, Directional, Punctuational, and Mathematical operators are included.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
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.
This mod adds a switch button with capacity for a single logical signal, it also can work in reverse mode, that means, when player do left-mouse click, it switch his state ON/OFF, and when a configured keybind is presed, it open his gui inventory.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.