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 tries to fix tech dependencies between Angel's Industries (with Tech Overhaul) and Omnimatter
Bigger Power Armor mk2 grid, bigger Spidertron grid, long reach, better radars, bigger inventory size, cheaper landfill, waterfill
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Private Mod for use with a private server to fix an issue with Geforce Now service. Do not download.
Mods introducing new content into the game.
FMS For Private Use due to Geforce Now Issues With Custom Mods. Please do not download, it will not help you anyways
Mods introducing new content into the game.
Modified version of Endless resources with full yield, just added some other mod compatibility.
Mods introducing new content into the game.
Supernet2 has modified this to support factorio 1.x Builds. Original Description is as follows from original creator eradicator, 'wondered why you can't use those fancy fusion reactors from your armor to power your factory? Well, now you can! Everybody can do solar farms, but can YOU afford fusion farms?'
Mods introducing new content into the game.
Adds a circuit device that emits a signal when a nearby friendly entity is destroyed by an enemy.
Mods introducing new content into the game.
Use SHIFT P, SHIFT D and SHIFT R respectively to promote last crafted item to front, demote first item to rear, or reset the crafting queue
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Install this to download the essential mods for a complete Bob experience plus few extras.
Collections of mods with tweaks to make them work together.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Adds markets to sell and buy items. Use /set-sell-price-globally and /set-buy-price-globally to set prices
Mods introducing new content into the game.
Switches the tech tree background to help make the state of research clearer. Light green is researched, Blue is available and Red is tech that's missing prerequisites
Small changes concerning balance, gameplay, or graphics.
This is just a cheaper version of the original mod made by Florian1024 which can be found here: https://mods.factorio.com/mods/Florian1024/iron_sticks_gear. The cost for the research are reduced to the first 2 science packs.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.