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.
Replaces deadlock ore stack icons with mipmapped versions of the original.
Small changes concerning balance, gameplay, or graphics.
Replaces the research complete sound with the Save Big Money at Menards Jingle.
Small changes concerning balance, gameplay, or graphics.
This mod simply remove the farting sounds from the puffer-refugium in Angels Bioprocessing. This was originally AlexanderNorup's mod, that I have updated for Factorio 1.1 under the MIT license terms.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
This adds in new items and buildings that try to mimic vanila nuclear power as close as posible but uses items instead of fluids and heat pipes.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
The game runs on 10 % speed when there are no players. This is meant to be used in headless mode with no-auto-pause.
Small changes concerning balance, gameplay, or graphics.
Throttle for alerts: only sounds alerts once a specified amount of entities are damaged/destroyed
Small changes concerning balance, gameplay, or graphics.
Various tweaks and balancing for SE+K2, forked from Xon1's tweaks.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Doesn't allow to build near someone else's pipe. This mod is designed for PvP, TvT and some PvE scenarios.
Small changes concerning balance, gameplay, or graphics.
Re-enables the choice for Wire Shortcuts compatibility with ScienceCostTweaker
Small changes concerning balance, gameplay, or graphics.
Adds Concrete/Copper/Plastic/Stone Pipe Variants Of Flow Control's Pipe Junctions
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Fix super module limitation for prevents objects from being duped. Add convertation from super module to super module with productivity and back.
Small changes concerning balance, gameplay, or graphics.
PERSONAL USE ONLY! This mod is a collection of tweaks I use in my own games. It is not intended for public use, and I will not be providing support for it. If you want to use it, feel free to do so.
Small changes concerning balance, gameplay, or graphics.
Scripts, admins can set max amount of entities allowed to be build by type and name for forces.
Small changes concerning balance, gameplay, or graphics.
Removes the Rocket science pack requirement from Logistics research, allowing access to it earlier in the game
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.