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.
Modification that makes the recipe of science require previous science.
Small changes concerning balance, gameplay, or graphics.
Adds a fusion reactor that's available earlier, is smaller, but only provides 100 kw compared to a normal fusion reactor's 750kw.
This mod is for those celebrating birthday: it simply adds a unassuming cake item to the player's inventory on start.
Mods introducing new content into the game.
All intermediates are (also) fluids, 60 fluids is one item. Work in progress. Not enough tested!
Mods introducing new content into the game.
Makes the supply area for small and medium electric poles match their wire reach, so that you can get full coverage from drag-building power poles. Slightly reduces connection range to force connection ranges to odd numbers of tiles, then raises power coverage range to match. Compatible with Bob's Power. Patched for compatibility with Factorissimo 2
Mods introducing new content into the game.
The new Complicated Recipes with new and improved recipes. Suggest ideas on my Github!
Large total conversion mods.
You have several signs to quick put in your factory to organize it before building. Now with tiles for better accuracy in the space reserved.
Small changes concerning balance, gameplay, or graphics.
It's so quick that looks like a teleportation. Be careful with other trains in tracks, it colides and explodes. It's not real teleport.
Mods introducing new content into the game.
This mod keeps biters evolution under control depending on your progression in game
Small changes concerning balance, gameplay, or graphics.
Trying to make output of inserters and mining drills symmetrical.
Mods introducing new content into the game.
Another view on bots vs belts discussion. Certain logistic chests (Requester, Active Provider and Buffer) now cost... space science packs to craft. Exact amount required is defined in startup Mod Options, default = 100 (10 chests per rocket).
Small changes concerning balance, gameplay, or graphics.
This modpack core-mod edits recipes of higher tier items to require rocket launches to craft. Original code and concepts based on OffWorldShippingCo and others. (currently only edits modules and sets up the silo to be used for generating deliveries to player at a later time)
Small changes concerning balance, gameplay, or graphics.
Put the inserter on your ore patch and he can extract the ore. He has a drill inside that extract the ores to surface.
Mods introducing new content into the game.
Allows you to quickly setup a main bus and a copper and iron smeltery, essentially skipping the unorganized phase of the game. Gives you power and poles as well. Code taken from ananyzyr
Mods introducing new content into the game.