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.
Adds the ability to rotate quickbars up or down, as well as to increment or decrement quickbars. You choose which quickbars. You choose which presets to include.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Spam resources everywhere. But as it is with spam: it adds little of real value and you get the joy of having to split ores. Actually spams only newly generated chunks and it wont spam over other already existing ore patches and every few chunks one will be skipped, to prevent four bigass resaurce patches all over the map. The idea came from bobs where you have to split ores and I wanted to have to split ores in vanilla...
Mods introducing new content into the game.
Add compatibility with "Schall Lamp Contrast", "Inlaid Lamps Extended", and "Inlaid Lamps 2" to "Will-o'-the-Wisps". Mainly, the UV-lamp will be changed to an inlaid lamp that vehicles can drive over without harming it. Please note: For best results, only one of the inlaid lamp mods should be active!
Small changes concerning balance, gameplay, or graphics.
Increases fuel consumption and decreases acceleration/braking to make trains feel more heavy and have a cost to running them. Does not change the actual weight of trains.
Mods introducing new content into the game.
Mod removes electricity transfers (no production, no consuption, no storage).
Large total conversion mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Removes the logistic and construction bots by replacing their graphic with an entirely transparent one.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Edit these recipe files with a software like Notepad++ and create your own mod with modified recipes. See Mod Portal - YouMod Recipe for tutorial.
I just felt we shouldn't need paint to make our pathing and such, so I'll make the pathing free to make since its really just there to tell carts where to go in a semi-old fashion way.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Add building platform at world generation. Some building can only be placed on those platform. You will need to take care on how you do some design to fit them on building platform and your base will have less space to expand.
Small changes concerning balance, gameplay, or graphics.