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 Factorio mod adds train announcements to the game when sitting in an automatically driven train. Generic station announcements can be assigned to your custom station names via the mod settings.
Small changes concerning balance, gameplay, or graphics.
--DISCLAIMER: I did not create this mod I just increased the factorio version and added a fix mod-- Play with 30 new science packs and a new technology tree (if omniLib enabled) that adds efficiency tech to the various science packs. This mod is not an extension to lovely_santa's mod by a similar name. It adds 30 science packs but they are all pretty inexpensive. A TON of customization exists for the mod and individual packs can be disabled or have their output levels tweaked. Mod integration engine designed to add pack types to entire tech tree (only applies to technology that can be traced back to vanilla tech). Optional inclusion of omniLib enables new tech tree that unlocks various levels of efficiency tiers for each pack that will auto-update machines when research completes.
Allows to adjust roboport construction/logistics bot ranges via Mod Settings menu. Default ranges are 25 for logistic robots (displayed as 50x50 on roboport) and 55 for construction (110x110). Check tooltips on Mod Settings for more information.
Mods introducing new content into the game.
Useful and/or fun Signals to spice up your blueprint covers, logistic signals, map pins, stations...
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Enforces 90° angles for auto-connections when electric poles are placed.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Mod adds: 25mm cannon for vehicles. New tank with a lot of weapons. New turrets: vulcan (20mm turret), vulcan mk2. Equipment for tank. New weapons: 20mm submachine gun. Lot options for game. Work with bob's mods and etc. Good game!
Mods introducing new content into the game.
This mod adds a craftable chest that contains an infinite supply of science packs. 0.17.x Patch
Mods introducing new content into the game.
Fire power, more more Fire Power ! ( Mod name is just parody, Not more or less than that ) Add some options for Artillery Shell - Increase Artillery shell damage by research - Settings availavble for damage Increasement, Base damage, Base effect area(radius) - Add damage technology
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
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.
Three easy and direct recipes for refinery: Light Oil, Heavy Oil and Petroleum Gas. Maintains the proportion
Mods introducing new content into the game.
Adds a System that allows you to couple and decouple trains via the Circuit Network!
Mods introducing new content into the game.
Mods introducing new content into the game.
A simple tool: With it you can select areas with work orders for robots (constructions, deconstructions, upgrades) to try to give your personal robots priority over your base robots by re-issuing the orders. Because who likes to wait until the base robots finally arrive?!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mining drills have much higher power and some bigger mining area (balance is not changed)