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.
Drop deconstruction planner, blueprints or blueprint books to ground and they are gone.
Mods introducing new content into the game.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
When you copy the settings of a machine and paste to another, the modules from the source machine will also be pasted. If there are not enough modules in your inventory, they will be delivered by construction robots. Useful if you want to combine different modules in the same machine where quick insert cannot simply achieve, like 3x Efficiency 3 + 1x Speed 3. In addition, this mod makes mining drills, furnaces, labs and beacons copy-and-pastable.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Allows you to make more energy efficient beacons using efficiency modules.
Small changes concerning balance, gameplay, or graphics.
Adds modular buildings. When placing certain buildings near each other, they "combine" into a larger single entity. Can be used to reduce UPS overhead in larger bases.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Belt speeds are a 2^N progression being 1,2,4,8. Belt costs adjusted.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
A combinator that allows you to pick ONE signal from the network via it's index.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
convert alien recipes of Natural Evolution Enemies for AAA agile alien academy (=double bonus :) )
Bringing Sentry Guns to your Factory for early, and reliable defense in situations where one cannot yet leverage turrets
Mods introducing new content into the game.
Simple mod to control all useful vanilla settings/rates. Edit .lua files inside prototypes directory to adjust settings. Current settings make the vanilla game slightly easier. Read description/changelog on mod page for more details: https://mods.factorio.com/mod/MVC
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Allows ore to be smelted directly into plates with the same smelting speed and yield as in vanilla Factorio.
Small changes concerning balance, gameplay, or graphics.