Dive into the uncharted waters of Maraxsis, a world where the sea covers everything. Utilize submarines to explore, craft advanced fluids inside the hydro plant, build pressure domes, and master the challenges of deep-sea logistics. MIGRATION: This mod has changed significantly in the update from 2.0 to 2.1. Old saves will need cleanup unless you use Maraxsis Classic
An overhaul mod focusing on end-game technologies and moderately increased complexity.
Explore Nauvis' moon of Muluna, the source of the space science pack, and take your first step into space. Discover new uses for crushers, now enabled on all surfaces. Explore the universe, collect data from the skies, and bring it back to Muluna to generate Exploration science in order to upgrade your space platforms and reach even deeper into space.
This mod marks drills that have no more resources to mine for deconstruction.
Hot planet where you develop AI, 33 technologies, 2 new minerals, 7 buildings, many items, custom terrain, music, unique challenges... Doesn't break Space Age balance, integrates well with it
Adds a few harder enemies.
Tellus, a planet full of life, mycelia and chlorophyll, infected by dangerous parasites and clouds of pollen corrode materials. Create and plant living machinery and try to keep it alive
A twin planetary system orbiting a common center. The life-rich oceans of royal jelly on Apia and the bloody seas of Carnova, which you will industrialize.
Adds a nest of Frost Aliens and Worms! These aliens will cause frost damage, and may launch a frost cloud over your factory. Defeated aliens will drop artifacts that can be further processed into weapons and armors (optional). With Alien-biomes, nests will only spawn in cold areas.
Adds a new planet, Tenebris, a dark planet enshrouded in a thick acidic atmosphere. Fork of Big_J's Tenebris mod with several QOL features.
Productivity for intermediates, science packs, final products, spoilage rate, and modded recipes. Bonuses for player stats, robot specs, weapon speed, stack size, cargo landing pads, and more... Override game limits on productivity, efficiency, speed, quality, and recycling. Settings to disable, limit, and rebalance each added research. Designed for vanilla, Space Age, and overhaul mods.
Extends the Factorio map editor with new features, testing tools, and quality of life changes. Also adds a separate editor lab that can be used to design blueprints separately from your main factory. Inspired by Creative Mode.
Move and rotate most placed entities.
Based on the old Creative Mode mod created by Y.Petremann, then patched by Pac0master, and also the Test Mode mod created by rk84. By enabling Creative Mode in the game, you can access objects that can generate unlimited items, fluid or energy, or nullify them. Perfect for testing purpose or making initial setup for games. Quick patch for 0.16 until an official release - everything should work now. Quick patch for 0.17 until an official release - if ever...
Prevents ore patches from running out Keeps oil at its initial yield UPS optimized for megabases Customizable mod settings Works with modded resources
Fork of Quality adapted for Space Exploration. Original mod by Wube Software. SE tweaks by DeadMan.
Contains POWER!
Rebuilds the entire circuits and high tech production chain. Uncover technological secrets that perhaps should have been left in science fiction.
This time, you can bring a hammock. Overhauls Gleba into an archipelagic planet, with expanded planting options for more versatility and a simpler early-game. Boats recommended.
Adds expensive and complicated fusion energy production chains to Factorio. Create huge amounts of energy at the cost of a massive initial investment.