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 forces all of the researches that are normally required for adjustable inserters to be fully researched.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds salt, chlorine and more to the base game. Reworks advanced circuit production. Compatible with Krastorio 2 and Space Exploration. A standalone piece of BZ Mods.
Mods introducing new content into the game.
Adds a machine gun variant of Earendels Ironclad as well as a land-turret of the mortar that acts as a mid-game artillery alternative.
Mods introducing new content into the game.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Attach notes to combinators, entities... almost everything + Adds signposts. All notes are saved when you export a blueprint as a string (but you need the mod to read them).
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Adds one more (faster but more expensive) tier of Electric furnace, Ore refinery, Chemical plant, Assembling machine, Long handed inserter, Lab, Pumpjack, Pipe, Offshore pump, Storage tank, Transport belt, Electric mining drill, Roboport and Centrifuge. You can enable/disable any of these in mod settings as well as change both speed and energy usage.
Start with : 50 construction bots / 2 Roboports MK2 Portable fusion reactor / 2 Personal batteries Nightvision / 2 exoskeletons MK2 Submachine gun with 200 piercing ammo And all bots speed & cargo size vanilla researches
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.
Roboports can be configured to charge robots and their internal battery faster. Also makes logistic- and construction radius configurable.
Mods introducing new content into the game.
Boosts the Krastorio2 Exoskeletons speed bonus (60%, 120% and 200%)
Large total conversion mods.
Small changes concerning balance, gameplay, or graphics.
Adds a side panel to keep track of the number of items launched in rocket payloads. Can be hidden with a button or a hotkey. Configurable.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Mod pack for better UPS, FPS etc. Download this modpack via the game.
Collections of mods with tweaks to make them work together.
Highlight belts, pipes or wires to trace them through your base. Hover over something and press Shift-H.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.