Adds an oil cracking recipe that only outputs heavy oil.
Hides some recipes from the handcrafting menu. Defaults to barreling and unbarreling recipes Customize hidden subgroups, groups, categories, and recipes.
Tired of the piles of raw-wood in your chests? This small mod turns Wood + Steam + Crude Oil into slightly more Crude Oil
This makes Factorio more fun by turning pollution and combat into an interconnected system you actively engage with, instead of just tossing down laser turrets and forgetting about both. This minimalist mod stays close to the vanilla experience, adding only what's necessary to accomplish these goals.
A regularly updated transport-over-water modpack with over 5 fully compatible and balanced mods! Best just click through the dependencies yourself. Set all settings with "hmm-s-hide" automatically. ;)
Adds logistic-train-stops acting as anchor points for building a fully automated, train logistic network. It can handle all possible train configuration. Just send all trains to depots and LTN will pick the best suitable train for a job. LTN cuts the amount of rolling stock required to run a megabase down to 30% or less. With cargo ships installed also adds a logistic port for ships.
Allows sending of signals from anywhere to anywhere, even between planets. Unlimited distances. No surface restrictions.
Add a combinator with friendly GUI to manage LTN Control Signals for each LTN Train Stop
Makes vehicles act like RTS units. Control them using a remote control handset, or program them with circuit conditions and zones. Can be used for base enemy base assault, patrols, friendly base navigation, vehicle-based mining, and more advanced applications. Works with vanilla and modded vehicles. Visit the mod portal page for a full feature list or the forums for tutorials.
Additional signals for things like health, speed, angle, land, water, position (X & Y), enemy detection, etc... Developed primarily for the Programmable Vehicles Mod but the signals can be used for anything.
Yet another big miner. The goal was to preserve the mining rate, pollution, and energy usage of 25 beaconed (8-per) miners crammed into a single monolithic building. Arguments can be made that it's slightly faster, searches too large an area for ore, etc, but the reality is, it's good enough. This mod, as with most of my other mods, exists to save UPS via reduced entity count while being as non-cheaty as possible.
Adds mining drones and mining depots with extra support for Factorio and Conquer. Original Mining Drones mod by Klonan
Improves base speed of all the inserters. Configurable speed multiplier through mod settings.
The number of deaths and their history are displayed on the InformaTron.
A scanning radar that sweeps an arc. Control radius, speed, direction, and more with signals.
Forked! Turret Wagons and Armored Train PLUS (T.W.A.T.P.)
Energy production isn't the only use of nuclear fusion. Weapons of mass destruction are another use, for example. Fully compatible with True Nukes, K2, Angel's/Bob's, SE and IR2. Addon to Realistic Fusion Power. Unmaintained since 2024-10-25.
Changes the game's light settings with LUTs. Nights feel darker but have higher contrast. The character has a wider flashlight cone. Nightvision does not desaturate everything. A standalone version of the lighting changes from AAI Industry.
Delete chunks which contain no player entities, configurable chunk radius & paving detection
A nice, automated way of creating trains