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.
Removes (hides) all military recipes, items, and technologies from the game. Portable fusion reactor and power armor MK2 technology are modified to not require military technology. Military items won't show up in filters (e.g., requester chests). Prerequistes for certain technologies are modified in order to remove the military technology. Depending on settings, certain military technology is enabled but altered to remove unwanted military items.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This MOD is a joke to the FFF-187, where they sayed: Of course we also added support for mods, so you can define what do you get from sending a rocket, and depending on what you put in the rocket - say, if you put a tank into the rocket, you receive 100 raw fish, because that would make perfect sense.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Destroy something or kill biters and the one will be in your faction p.s. no more unkillable entities
Mods introducing new content into the game.
Alters the recipe unlock for Bio Industries' Bio Boiler to be unlocked earlier in a playthrough.
Assemblers occasionally break and need to be serviced. Adds maintenance and attrition to assemblers with various options for increased difficulty.
Small changes concerning balance, gameplay, or graphics.
Graphics overlay for Angel's entities so each tier is identified by color. Original graphics are all created by Arch666Angel, modified with permission.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Intermediate recipes now require fixtures to be produced and produce fixtures when used.
Large total conversion mods.
Simple configurable mod that adds a free handcraftable item that can be used as power. Useful for power death spirals or when you get stranded with your car in the boonies.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Combinators that can be executed "step by step", for debugging purposes. Can convert normal/SBS networks with upgrade planner.
Mods introducing new content into the game.
Made-for-fun mod that adds "placeable-off-grid" flag to every entity in the game.
Large total conversion mods.
Mods introducing new content into the game.
Changes the Tank flamethrower to a sulfur thrower instead, with sulfuric acid ammo.
Small changes concerning balance, gameplay, or graphics.