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 adds the command /repair, which allows an admin to repair entities or revive entity-ghosts.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Adds a paper and a cellulose fiber chest, because wood might be to precious. Made for SeaBlock.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Gives random items to you when you have killed the nests. Please, use https://mods.factorio.com/mod/zk-lib instead
Adds very basic early equipment for use in armors which have equipment grids well before most good equipment is researched, such as those in quick start mods.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds new tiers of nuclear reactors with the goal of minimizing entity counts and allowing updates-per-second (UPS) friendly nuclear setups. Also, adds a burner heat source that requires green and red science to allow the efficient use of coal with turbines and heat exchangers.
Mods introducing new content into the game.
Enemies storming the gates and alarms sending you into a panic? Just calm your alerts!
Small changes concerning balance, gameplay, or graphics.
Cliff explosives are a little more violent, as befitting their nature as... explosives.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Adds train scanners and train schedulers to schedule trains automaticly via circuit network.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a command to decouple wagons from a group of locomotives.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Provides alternative methods of Plastic and Battery production based on methane instead of oil. Methane can be created from water and carbon dioxide.
Mods introducing new content into the game.