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.
This mod changes the recipe for the steel furnace to use the stone furnace as ingredient and to have lower steel and stone brick requirements.
Mods introducing new content into the game.
Recovery of the number of modules in factories. Recovery modules in intermediate recipes.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This MOD is a joke to the FFF-187, where they sayed: Of course we also added support for mods, so you can define what do you get from sending a rocket, and depending on what you put in the rocket - say, if you put a tank into the rocket, you receive 100 raw fish, because that would make perfect sense.
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.
Destroy something or kill biters and the one will be in your faction p.s. no more unkillable entities
Mods introducing new content into the game.
Assemblers occasionally break and need to be serviced. Adds maintenance and attrition to assemblers with various options for increased difficulty.
Small changes concerning balance, gameplay, or graphics.
Graphics overlay for Angel's entities so each tier is identified by color. Original graphics are all created by Arch666Angel, modified with permission.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Simple configurable mod that adds a free handcraftable item that can be used as power. Useful for power death spirals or when you get stranded with your car in the boonies.
Mods introducing new content into the game.
Changes the Tank flamethrower to a sulfur thrower instead, with sulfuric acid ammo.
Small changes concerning balance, gameplay, or graphics.
Made-for-fun mod that adds "placeable-off-grid" flag to every entity in the game.
Large total conversion mods.
Combinators that can be executed "step by step", for debugging purposes. Can convert normal/SBS networks with upgrade planner.
Mods introducing new content into the game.
Do you want a new challenge? Try out this mod. It overhauls the normal ore spawn of the game and puts ore everywhere. Be careful though, you can only place miners onto the ore!
Mods introducing new content into the game.
Mods introducing new content into the game.
Our hands have become sore, we must not handcraft anymore. This mod changes recipes to require an assembling machine but it tries to not interfere with the early game too much.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Keybinds to teleport a certain direction, much like the Mage Blink spell in WOW.
Mods introducing new content into the game.