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.
Changes the recipes for furnaces so that each tier requires one of the previous tier. This allows for recycling of furnaces.
Small changes concerning balance, gameplay, or graphics.
Adds a few keyboard shortcuts for easier inventory and blueprint management
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Players have only 20 slots of inventory space, but Toolbelt is researched at the beginning to help with this.
Makes smoke from tanks last longer, drains fps/ups if over used, and adds emisions. Configurable
Mods introducing new content into the game.
Hey kid. Yeah, you. You want a furnace from ten stone bricks instead of five stone? I got some of that over here...
This mod makes the automation research in factorio 10 times cheaper and twice as fast to research. This change is primarily aimed towards players running with a high technology price multiplier since you can't automate production of red potions before you get automations 1. Some items are now more expensive but resource fields are now infinite.
Adds very specific alerts in a voice we're all familiar with. One that gives us bad directions, and sometimes tells us there's no Chipotle in town where we know there's at least two Chipotles.
Personal light has it's range and intensity increased, coupled with being always active. Flashlight is disabled entirely.
Changes the spread of pollution and how much pollution is absorbed by trees.
Small changes concerning balance, gameplay, or graphics.
Converted mod for v0.15. Original mod: https://mods.factorio.com/mods/Nerze/DrillingPumpjack
Mods introducing new content into the game.
If you hover your cursor over resources in the game and press a shortcut key, the amount of resources increases. (Ctrl+R)
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Mods introducing new content into the game.
Gives you the items and research to start building trains. Modified version of ananyzyr's SkipSpaghettiPhase.
Mods introducing new content into the game.
Mods introducing new content into the game.