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.
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.
Multiplayer mod that creates teams that dedicated to each kind of power source in Factorio.
Large total conversion mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
DogsMultiMod adds: Bigger chests, better assemblingmachines, longer underground belts and some cool palisades. more stuff comming soon.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Kill all robots low on power, anywhere on the map, belonging to the player's force
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod enables electrical machines to connect other machinery nearby. You don't need to put electric poles between machines to spread power anymore.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Graphics update for Bob's mods. Buildings are colored by tier as well as adding some hi-res versions where bob hasn't yet. NO recipe changes/rebalance.
Small changes concerning balance, gameplay, or graphics.
Asphalt pavement for increased vehicle speed. Also includes tiles for lane marking (single and double lines) and various hazard areas.
Small changes concerning balance, gameplay, or graphics.
This mod disables the pump arm graphic, and increases pump-fluid wagon alignment tolerance.
Mods introducing new content into the game.
This mod provides the minimal prototypes needed to load the game without the base mod. Modders are encouraged to build their own mod on top of this one or depend on it to aid development of mods incompatible with the base mod.
Large total conversion mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Intermediate recipes are replaced with smaller components. End products require many intermediate components. Larger machines are provided to accommodate the increased number of inputs.
Large total conversion mods.
Endless badlands with almost no water and vegetation, very rare ore patches and some new features. Railworld.
Mods introducing new content into the game.
Patches an issue caused by ShinyAngelGFX where Angel's casting machines do not output fluids to pipes. Required to output coolant when using Angel's Industries component mode and ShinyAngelGFX.