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 power meter combinator that directly outputs the percentage of power utilization in the electrical network over the four generation priorities.
Mods introducing new content into the game.
Program circuit network logic using FAL, a Factorio Assembly Language. Has FAL's in-game compact wiki with a pdf reference file. Author: Luke Perkin. Modified by ZwerOxotnik and by contributors. Anyone can translate the mod on Crowdin. https://crowdin.com/project/factorio-mods-localization
Mods introducing new content into the game.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a GUI Menu that allows fine grain control of your starting items and can be used at any time to fine tune your loadout. All mods should be supported and will be placed in the correct menu, failing that it will land in misc-items.
Mods introducing new content into the game.
A single smelter (and centrifuge) that is equivalent to 405 smelters. For saving UPS. Important: Check Changelog before upgrading to 1.100.1!
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Replaces Klonan's mining drones with health/shield-upgradable mining drones.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Adds non-rechargeable battery equipment, which can be crafted in the early game, and much cheaper than portable solar panel in short-term. Options on enable grid to early armours. Designed for “Schall Recharging Weapon” mod or as backup power to equipment grid. (Locale: English, Deutsch, 正體中文, 简体中文, Português Brasileiro, Русский)
Mods introducing new content into the game.
Adds microwave transmission towers and rectenna receivers, for wirelessly charging batteries in equipment grids. Additional receivers can be used to increase throughput. Compatible with most anything that has an equipment grid.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds extremly fast Train and Cargo-wagon. Now with Fluid by Ostrei Also now: 0.17 ready
Mods introducing new content into the game.
Player owned machines will breakdown overtime. Configuration for entities in mod settings. Research available to offset breakdowns. Idle machines should not breakdown. Broken down machines should automatically restart after a cooldown unless destroyed by damage when breaking down
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Nuclear powered robots that don't need to recharge. For easy mega-base building.
Mods introducing new content into the game.