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.
You will no longer worry that you will be run over on by super fast locomotive on a straight line.
Mods introducing new content into the game.
For each logistics request sets a auto trash slot to the same amount of items. This means you will never have more items than requested.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Adds an animated item which does nothing but provide a resource when mined, either the player or by a construction robot. Done for Eliont by request. Anyone may use this in part or in whole as part of their own mods.
Adds dynamically created contaminated ores, ore processing, more chemical plants and refineries. Features can be toggled with config file. Should work with (almost) all mod ores. Conditional recipes if bobmods is present. Feature complete 'release candidate'.
Mods introducing new content into the game.
Updates StickyNotes locations when using Nexela's Combinator Dollies.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
additional stuffs like 3 variants of tanks, another variant of locomotive (and wagon), and vehicle-dedicated equipment (rather balanced [mabye]).
Mods introducing new content into the game.
Upon migrating, reinitialization is called to fix on_chunk_generated error.
Mods introducing new content into the game.
A Chest that auto-loot items on the ground. Usefull for mods using additional loots.
Increases the number of charging pads on Roboports and Personal Roboports.
Mods introducing new content into the game.
Mods introducing new content into the game.
Afraid of the Dark supports any mod, recommended to use that instead. Adds lights similar to Arumba Lights to various modded vehicles (Works standalone as well)
Adds higher tiers of solar panels and accumulators. Higher tiers have increased cost.
Mods introducing new content into the game.
When you die, the mod guesstimates what caused your death and messages other players to ensure they know how much of a failure you are.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Use selection tool to upgrade modules. Based on https://mods.factorio.com/mods/Klonan/upgrade-planner
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Search player or entity inventory. To search inventory of an entity, hover on the entity and click CONTROL + SHIFT + F. Click the results to set to cursor stack.