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.
A collection of additional biomes: Snow, Volcanic, Crater, various colors of Dirt, Sand and Grass. Includes new tree and decorative variants. There are planet controls in the mod options. V3 is a complete rebuild, starting a new map is advised, but there is a terrain regeneration option that will preserve parts of your base. HR Terrain Textures are in a separate mod.
Small changes concerning balance, gameplay, or graphics.
Very occasionally if you have heavy logistic bot congestion a logistic bot will crash. This means logistic bots are best used for higher value items like engines or power poles, using them for low value items like ore and copper wire is OK but less resource efficient. The goal is not to stop the use of bots, but to provide a small incentive to use belts in some situations late-game.
Small changes concerning balance, gameplay, or graphics.
Adds bullet trails to machine gun type bullets. Works with gun turrets, guns, vehicle-mounted guns, and anything else that uses that type of ammo.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Early ghost building robots, A special nanobot gun automaticly revives blueprint ghosts near you if you have the items in your inventory. Also reprograms personal construction bots to deconstruct items on ground.
Small changes concerning balance, gameplay, or graphics.
Makes science labs light up with the colours of the science packs they are consuming.
Small changes concerning balance, gameplay, or graphics.
Adds color to items on map/minimap for contrast. Aids map readability.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Automatically colors locomotives and wagons based on their contents.
Small changes concerning balance, gameplay, or graphics.
A mod for Bob's mods. Reintroduces green to red to blue circuit progression. New circuits result in overall increased resource usage. Reduces module count and types.
Small changes concerning balance, gameplay, or graphics.
Adds some different types of terrain landfill. Allows landfill to overwrite existing terrain
Small changes concerning balance, gameplay, or graphics.
Allows the cost of research to be tweaked, in terms of count, science packs and time. Edit its configs costs *.lua to tweak the multipliers. - Original mod made by UberWafe, this is adopted version for factorio from version 0.16 until current
Small changes concerning balance, gameplay, or graphics.
Adds infinite technologies for bot battery, bot cargo capacity, player logistics slots and inserter capacity. Normalizes infinite technologies to 60s and exponential 2^N formula, either can be disabled in startup settings.
Small changes concerning balance, gameplay, or graphics.
Adds free lighting to power poles and optionally turrets as a QOL feature. Intended for map/zoomed out view and streaming/YouTube pre night vision. Blueprint friendly as they are regular power poles.
Small changes concerning balance, gameplay, or graphics.
Adds a little 'glow' to assembling machines, chem plants and oil refineriers, to make the factory more visible at night. Not intended as an complete replacement for lamps.
Small changes concerning balance, gameplay, or graphics.
Better nuke graphics, light effects and sounds. Supports many other mods, including Krastorio 2
Small changes concerning balance, gameplay, or graphics.
Increases terrestrial science pack usage, while reducing space science pack usage. Allows for a better balance between terestrial SPMM and space SPM. all values are configurable.
Small changes concerning balance, gameplay, or graphics.
Some alternate textures for bob's mods (Additional icons made by CitizenJoe), gives a more vanilla friendly look to bob's mods
Small changes concerning balance, gameplay, or graphics.