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.
Over 50 fully compatible and balanced gameplay mods in one regularly updated modpack! Space Exploration, VeryBZ, Plutonium Energy and so much more - just click yourself through the dependencies; For a better overview divided into SE&K2, Resources and Nuclear. Set all settings automatically with "hmm-s-hide" ;)
Collections of mods with tweaks to make them work together.
This modpack is created to extend/modify existing modpacks specially for multiplayer purposes. It tries to add all stuff that works perfectly together to create complex multiplayer maps together with many known mods and biter stuff. If you search something for singleplayer have a look to https://mods.factorio.com/mod/singleplayer_extreme_modpack
Collections of mods with tweaks to make them work together.
Replaces Klonan's mining drones with health/shield-upgradable mining drones.
Mods introducing new content into the game.
K2 bugged Bob's drills from being fast-replaced. This patch fixes that. Also fixes Bob's pumpjack MK2 to 5 unusable on oil patches.
Mods introducing new content into the game.
Resource harvesting Ore trucks, Tiberium harvesters and refineries from Red Alert and Tiberium Dawn.
Mods introducing new content into the game.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Harvest wood on the way of vehicles driving over trees. Can also harvest stone and coal when driving over rocks. (Locale: English, Deutsch, æ£é«”䏿–‡, ç®€ä½“ä¸æ–‡, Português Brasileiro)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This modpack is created to extend/modify existing modpacks specially for exploration (Krastorio2 / Space Exploration) purposes. It tries to add all stuff that works perfectly together to create complex exploration maps together with many known mods and biter stuff. If you search something more Bob/Angels stuff have a look to https://mods.factorio.com/mod/multiplayer_extreme_modpack or https://mods.factorio.com/mod/singleplayer_extreme_modpack
Collections of mods with tweaks to make them work together.
This mod adds mineable sulfur ore to the map. Intended to supplement your production of sulfuric acid by enabling mining of sulfur deposits produced long ago by ancient volcanism.
Mods introducing new content into the game.
Adds landfill recipes for coal, uranium, cryonite, vitamelange and vulcanite.
Mods introducing new content into the game.
Bob's large mining drill can now drill SE material that requires big mining drill
Mods introducing new content into the game.
All mining drills, vanilla or modded, can mine over 1000 times the size of the resource patch (productivity), has More Speed and better Searching Radius. You can set it on Mod settings. Original Creator Mod by DellAquila. Updated by PablitusElMakina
Mods introducing new content into the game.
(BETA) Entire game overhaul, ~900 more recipes. Makes the chemistry and industrial processes more "realistic" while trying to keep fun factor. Almost every recipe has a few byproducts to deal with, making even green circuits a challenge to automate.
Large total conversion mods.
A small mod allowing inspection on entity performance, including crafting speed, mining speed, production rates. (Locale: English, Deutsch, æ£é«”䏿–‡, Português Brasileiro)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Just a modpack containing Krastorio 2, compatibility mod and the recomended mods to make turning them on easier.
Collections of mods with tweaks to make them work together.
Last Update Version: 0.10.0 Date: 28. 5. 2023 Features: - Added 'Allow Mining Drill Editing' (default: Off) - Added 'Mining Drill Speed Multiplier' (default: 1) - Added 'Mining Drill Area Multiplier' (default: 1) Fixed: - Fixed Extended Vanilla mods breaking on startup (Thanks foxwhite25!) - Fixed Basic, advanced and core liquefaction recipes not working with SGR settings
Small changes concerning balance, gameplay, or graphics.
This makes Factorio more fun by turning pollution and combat into an interconnected system you actively engage with, instead of just tossing down laser turrets and forgetting about both. This minimalist mod stays close to the vanilla experience, adding only what's necessary to accomplish these goals.
Mods introducing new content into the game.
Enables yield (infinite) mode for all resources, with configurable minimum yield and optional maximum yield.
Small changes concerning balance, gameplay, or graphics.
The void miners mod adds in a whole new way to create resources on a small or large scale, enabling you to thrive on no resource/resource stricken or island maps. Through the power of electricity, you can fabricate basic resources with ever faster and more capable machines. supports all BZ mods, K2 and SE
Mods introducing new content into the game.