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 can make the wires 80%, 50% or completely invisible. The Red and Green wire can be Blue and Yellow, or invisible too. Now you can customize it in settings.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Adds in signals based off of (mainly U.S, but others coming in the future) road signs.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
This mod adds most of its content after the first rocket launch. Adding several new tiers of production machines, new ores, science packs and some new beacon functionality.
Large total conversion mods.
Fully customizable reaction system, applying actions and custom scripts during various events with filters. Players, admins can propose, pass, and revoke laws. The mod is suitable for changing gameplay of game, providing automatic protection system against griefers, rewards for certain actions etc. Has support of mods, especially economic ones. Author: Luke Perkin. Modified by ZwerOxotnik and pliesveld. Anyone can translate the mod on Crowdin.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Makes trains feel more 'bulky' - Increases the locomotive weight & power & health, decreases top speed, increases for the cargo wagon & the fluid wagon weight & capacity & health
Mods introducing new content into the game.
This mod adds some console commands that can be useful for server admins and modders.
Mods introducing new content into the game.
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.
Removes the unplugged and no power icons, and optionally no fuel, no ammo and/or no logistic network, by replacing their graphic. Options allow for full or partial transparency, and optionally half or double size icons.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
The evolution value of enemies is equal to the ratio of how much science you have finished.
Small changes concerning balance, gameplay, or graphics.
Adds a new supplemental ore that can be processed into the other raw resources.
Mods introducing new content into the game.
Cheap and slow belt + inserter, without technology, for complex game settings where you can't have those before a while. Not upgrdable on purpose, for maximum compatibility.
Mods introducing new content into the game.
Mods introducing new content into the game.