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.
Adds a station that will automatically deconstruct trains.
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.
Removes the day to night and night to day transition in order to stop the lights going off too soon. Maintains day light equivalent of 0.72
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Allows to setup shortcuts for second toolbelt (like 12345 for first quickbar)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Components to generate routing and pathfinding signals
Mods introducing new content into the game.
Adds barbed-wire, which can be placed down and hurts and slows down any enemy that walks on it. They can be upgraded to: Reinforced (more health and damage) Slowing (slows down more) Poison (deals extra damage) or any combination of the three.
Mods introducing new content into the game.
Tech Icons update and a semi order/sorting for Bob's mods, no revamp, nor graphic game objects changes.
Small changes concerning balance, gameplay, or graphics.
Simple mod to add a high-speed and extra-threatening bullet train to Factorio, for ElricM
Mods introducing new content into the game.
Replaces the Fusion Reactor with a Radioisotope Thermoelectric Generator (RTG).
Mods introducing new content into the game.
Simplifies modules and beacons so a single Productivity 3 module gets you comparable benefits of a full beacon sandwich without the layout constraints. Overall slightly less powerful than vanilla.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Adds research for up to 4 toolbelts. All Credits to Thaui. (It´s his old version that´s working) https://mods.factorio.com/user/Thaui
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Build Trains Automatically-See Mod Portal for instructions
Mods introducing new content into the game.
This mod adds a way to turn Sodium Hydroxide into solution allowing you to void it using a clarifier.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Original by Tommygunner70, Maintained by Zarra_Shimizu. x2 and x4 distance versions of underground pipes and all three underground belt types. i just made it so it can work on 16.x
Mods introducing new content into the game.