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.
This mod slightly reduces the effort to launch the rocket. Without cheating. Believe me.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Generates a graphviz diagram for the selected combinator circuits.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds more sulfur recipes to make game challenging, and at the same time easy.
Mods introducing new content into the game.
Provides alternate recipes for vanilla items in addition to the normal ones, usually with various trade offs for resources/time/difficulty.
Mods introducing new content into the game.
Tactical Construction provides a per-player toggle that - when enabled - prioritizes the local player's roboport for construction requests (as opposed to allowing construction requests to be satisfied by any logistics network that overlaps inside the player's mobile roboport). CAUTION: This mod applies force changes to any game loaded with the mod active; these changes are not reverted if you disable the mod w/o first instructing it to undo the changes to your file(s). Read the mod description.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds a paper and a cellulose fiber chest, because wood might be to precious. Made for SeaBlock.
Mods introducing new content into the game.
Adds very basic early equipment for use in armors which have equipment grids well before most good equipment is researched, such as those in quick start mods.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds new tiers of nuclear reactors with the goal of minimizing entity counts and allowing updates-per-second (UPS) friendly nuclear setups. Also, adds a burner heat source that requires green and red science to allow the efficient use of coal with turbines and heat exchangers.
Mods introducing new content into the game.
Adds train scanners and train schedulers to schedule trains automaticly via circuit network.
Mods introducing new content into the game.
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.
Mods introducing new content into the game.
Mods introducing new content into the game.
Endless badlands with almost no water and vegetation, very rare ore patches and some new features. Railworld.
Mods introducing new content into the game.
Restrictions and benefits that you can set to encourage the massive use of trains
Mods introducing new content into the game.