Found 120 mods

Old Deathworld

Overrides noise settings for biter generation; this creates deathworlds similar to those generated in 0.15
8 months ago
0.16
191

Space Chests

Another view on bots vs belts discussion. Certain logistic chests (Requester, Active Provider and Buffer) now cost... space science packs to craft. Exact amount required is defined in startup Mod Options, default = 100 (10 chests per rocket).
8 months ago
0.16
274

Space Bots

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).
8 months ago
0.16
355

Aligned Underground Pipes

by mkaito
Align undeground pipes to usual main bus layout: 12 tiles instead of 11.
8 months ago
0.16
468

One Health

by pfg
A mod that makes all created entities start with one health
8 months ago
0.16
81

Starting Wood

You start with a little bit of wood. Useful for playing worlds without forests with greenhouse mods (especially Bob's Greenhouses).
8 months ago
0.16
439

Dirty talk

Adds pollution from a player/talk
9 months ago
0.15 - 0.16
85

Diplomacy

Adds modified version diplomacy, scenario from PvP and are added diplomatic request, commands needful, auto-diplomacy, balanced evolution from research (+-time, +-players, +number of missiles launched) without/with losing the past evolution, customizable protection from theft of electricity, customized settings balance.
9 months ago
0.16
1778

Liquid Science

by pfg
A mod that turns science into a liquid that you have to fill science packs with bottlers
9 months ago
0.14 - 0.16
912

Marathon Mod Continued

by pjf
Increases recipe costs and rebalances recipes to make a longer, more challenging game. Encourages larger-scale factories and more thoughtful technology choices. NOTE: You must start the game with 'expensive recipes' for this mod to be enabled.
9 months ago
0.16
485

Logarithmically Expensive Science Recipes

Modification that makes the recipe of science require previous science.
9 months ago
0.16
132

No Productivity Modules

Deactivate the productivity of the three vanilla modules
9 months ago
0.16
93

Expensive Landfill

You have to be as rich as Dubai to create islands!
9 months ago
0.16
214

Better Inserters

With this mod inserters don't drop things on the floor. (Mining drills included.)
10 months ago
0.16
2290

Fluid Requrement Options

by Yemto
Adds Sulfuric Acid requrement to infinate vanilla ores
10 months ago
0.16
96

DB's Combat Rework

(BETA) Reworks combat to include more meaningful choices and options.
10 months ago
0.16
317

Expensive Cliffs

Make cliffs even a worse nightmare, now it's a real challange to destroy them even!
10 months ago
0.16
329

Simple Modules

Simplifies modules and beacons so a single Productivity 3 module gets you comparable benefits of a full beacon sandwich without the layout constraints. Overall slightly less powerful than vanilla.
11 months ago
0.16
249

Buffed Automation

Allows assembling machine 1's to craft recipes with 3 ingredients, so that green science packs can be automated with red science technology.
11 months ago
0.16
305

Noxys Robot Battery Tweak

by _Noxy_
Allows you to tweak the robot battery capacity.
11 months ago
0.16
382