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.
Locks placed entities from being manipulated (rotated/mined) after a configurable duration. Here comes the spaghetti! Note: Entities are still destroyable by damage/biters/etc! Warning: Removing this mod will not enable locked down entities.
Large total conversion mods.
This mod adds a form of aerogel and uses it for the low density structure among other things.
Large total conversion mods.
Large total conversion mods.
Changes the land as pollution slowly takes over. Will reduce absorption rates of land.
Small changes concerning balance, gameplay, or graphics.
With this mod you can change ['filter-inserter'].filter_count from 0 to 5. Pre-alpha mod.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
All items from other mods are compatible with DyWorld. Please save your map to new save file.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Changes water generation to be more like in 0.15. Based on vanilla generation code.
Small changes concerning balance, gameplay, or graphics.
Allows assembling machine 1's to craft recipes with 3 ingredients, so that green science packs can be automated with red science technology.
Small changes concerning balance, gameplay, or graphics.
Restores borders to alert icons, turning them back into glance-recognizable warning signs.
Small changes concerning balance, gameplay, or graphics.
Changes many configurations. Game is more user friendly, but overall more resource intensive. No change log because "Ain't nobody got time for that."
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
My view on bots vs belts discussion. Logistic bots now cost... space science packs to craft. Exact amount required is defined in startup Mod Options, default = 20 (50 bots per rocket). Also, to allow personal supply by robots you get a small amount of free bots for every logistic-related tech researched (default 10 per tech, can be changed in Options).
Small changes concerning balance, gameplay, or graphics.
You start with a little bit of wood. Useful for playing worlds without forests with greenhouse mods (especially Bob's Greenhouses).
Small changes concerning balance, gameplay, or graphics.
Sodium Hydroxide overflows happen with angel's petrochem, so I used in in production of concrete.
Small changes concerning balance, gameplay, or graphics.
Changes the names of stone to rocks, make sure to check out Rock N Rage over at https://www.twitch.tv/rock_n_rage !
Small changes concerning balance, gameplay, or graphics.