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.
Mods introducing new content into the game.
A Simple, yet handy workbench for crafting faster, mostly everything, mostly.. U may need to sit, like in a vehicle(GET IN..) Please do post bugs, or other related ideas/ways for fixing bugs if any!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Electric trains designed to operate in space too. For Space Exploration mod.
Mods introducing new content into the game.
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.
This mod does one simple thing: it reloads researched recipes when new mods get added or updated. Unfortunately, Factorio doesn't do this by default. Some mods forget doing this and you get missing recipes, other ones add the same script, but duplication leads to performance degradation. So this mods intended to be a dependency for single recalculation of researched technologies results. It works automatically, but you can also call it manually with /recipes-reload command.
Small changes concerning balance, gameplay, or graphics.
Mark ore with the Peppermint tool and construction bots will start mining it. Or enable Nougat Mining mode and it'll happen automatically!
Mods introducing new content into the game.
Fork from Mobius1 to make it work correctly with bob's Power without unnecessary reliance on bob's electronics. Also improved some graphics. Adds an Electric Boiler building, compatible with bob's mods. Blue glow based on ElAdamo's Gas Boiler.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Quantum connection between belts; UPS-free, multiplayer, multiple forces and surfaces compatible
Mods introducing new content into the game.
New furnaces, fitted for loaders using; the smelting speed is the same as transport belt; supports standard (yellow), fast and express belts and loaders.
Mods introducing new content into the game.
This mod will allow your server owner to have achievements, log deaths and completed research.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A regularly updated Space Exploration + Krastorio 2 modpack with over 10 fully compatible and balanced mods! Best just click through the dependencies yourself. Set all settings with "hmm-s-hide" automatically. ;)
Collections of mods with tweaks to make them work together.
Seven Mods for the Arch666Angel under the sky, Seventeen for the Bobingabout in their halls of stone, Nine for Pyanodon doomed to die, One for the Dark Lord on his dark throne, In the Land of Mordor where the Shadows lie, One Mod to rule them all, one Mod to find them, One Mod to bring them all and in the darkness bind them
Small changes concerning balance, gameplay, or graphics.
I recreated the an old mod from scratch just so I could use the large lab. Adds a lot of new labs ranging from 3x3 to 27x27 Has support for Bobs module lab, 30+ MSP, and DiScO ScIEnCe
When an enemy unit or worm dies it tries to reincarnate back in to nature, be it a tree, rock, cliff or water. Occasionally the angry biters can burst into a flaming tree.
Mods introducing new content into the game.
Adds robots made with uranium fuel cells that do not need to recharge. Updated to 1.1
Mods introducing new content into the game.
Provides a less-laggy interface for reactors to connect to the circuit network.
Mods introducing new content into the game.
Add more module slots to anything that can currently accept them, and sometimes, some that dont.
This is a futureproof todolist modification. It features multiple levels of subtasks, map location per task, reference panels and more! It has 100% force support!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.