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 for mod developers and scenarios. Adds fake tiles. Players can't build anything on the tiles but can walk on the tiles. Check https://github.com/ZwerOxotnik/zk-lib though
Small changes concerning balance, gameplay, or graphics.
Big Miners inspired on Total Annihilation metal extractors models, adds 3 tiers of massive miners that can mine entire ore spawns. Last update: 0.18.1 - Small Fixes/changes.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Ore can be converted into (Ur-ore) using energy expenditure. Some mods are already supported.
Extends the way circuits and solar panels are manufactured in a simple yet challenging way. All recipes are balanced and vanilla compatible.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
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. 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.
Expands the player's base inventory size by a customizable amount. By default, adds an additional 40 slots.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Self-sealing stem bolts are, as their name suggested, stem bolts that seal themselves.
Mods introducing new content into the game.
My own iteration of concerned HD textures. I'm always cringing while seeing the pixelated Copper Cable items, as it seems a bit out of place like that so I decided to replace it with an HD version. Also contains HQ Iron Plates, Copper Plates, Steel Plates and Iron Gear Wheel. As requested, the red and green wires are now supported. WON'T BE UPDATED ANYMORE, as new vanilla HQ textures are now available
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Just change animations of the biters, spitters, spawners and worms into an army of humans. Non-game-changing, only change looks.
Small changes concerning balance, gameplay, or graphics.
Think logistic bots are overpowered ? This mod add squared power consumption onto roboports for each active logistic bots in a logistic network (roboports need more power to command bots with all the electromagnetic noise !). This mean the more logistic bots active in a group, the more extra power they use. This mod was meant to nerf heavy concentrated logistic bot usage. Please note that if you over-saturate a logistic network with bots, they won't be able to function and will use maximum power.
Mods introducing new content into the game.
A fork of the original Al's Science Shuffle with some errors fixed and features added. Mainly compatibility with MSP (the 30 science pack mod) Randomizes science ingredients while keeping complexity and total resources balanced. This is my first time writing lua dont be suprised if it dosent work too well. Edit settings at your own risk. All credit for the actual heavy lifting goes to Al, I just added a few features.
Increases the cost of underground belts to realistic amounts.
Mods introducing new content into the game.
Cliff Explosives are available from start and are free.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Contains all the support code that allows for electric vehicles and their recharging. Powers the the Electric Vehicles: Reborn mod. Based on mknejp's Electric Vehicles mod