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.
Betterpoles - Better Poles - Use few poles in your factory. All poles has Max Distance and Max Supply Area
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Rebalances Pyanodons Raw Ores to have more noticeable productivity gains for each technology tier. This makes the game easier... Sorry?
Zig's Quality of life stuff, all are configurable: Bigger Power Armor mk2 grid, bigger Spidertron grid, long reach, better radars, bigger inventory size, cheaper landfill, waterfill, artillery range setting
Laser turrets for focusing on base building. Very powerful, long range and expensive.
Mods introducing new content into the game.
Ever wondered how far your trains have travelled? Now you can see in real time!
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.
Mods introducing new content into the game.
Adds a few non-combat suit dedicated for engineers. Enhanced carrying capacity and equipment grid for efficient base building, but absolutely no combat capability. (Locale: English, Deutsch, 正體中文, Português Brasileiro, Русский)
Mods introducing new content into the game.
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Large total conversion mods.
Mods introducing new content into the game.
Compatibility fixes/changes for Industrial Revolution 2 for Krastorio 2 Modules, Infinite Tech, Schall Auto Linked Chest, Nuclear Fuel, and other mods, plus some toggle-able tweaks for K2 as well.
Small changes concerning balance, gameplay, or graphics.
A big solar panel and Accumulator that generates more energy for a big cost, but smaller space.
Mods introducing new content into the game.
Contains all the support code that allows for wireless charging. The workhorse behind the Wireless Charging mod.
Mods introducing new content into the game.
Change the speed of all crafting recipes - by hand, by assemblers, by furnaces, and by labs.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Swaps highlighted trains between automatic/manual. If no train is highlighted, provides a selection tool to drag across multiple trains to bulk swap modes
Mods introducing new content into the game.
Let's you shift the outputs of fluids on recipes and buildings to make better designs. This involves ALL premutations of ANY recipe and output/input.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.