Recently updated mods

Omniscience


Adds difficulty by changing science costs.

22 hours ago
0.15 - 1.1
29973

Bob's Revamp mod


Technology and Recipe restructuring.

30 days ago
0.13 - 1.1
1129088

Piety

by Mylon

Offer up tribute to the god of industry and be rewarded. Adds a stone sink and tries to balance resource needs.

2 months ago
0.16 - 1.1
1153

Nanobots: Early Bots

by Nexela

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.

2 months ago
0.14 - 1.1
673313

Noxys Less Hands More Assemblers

by _Noxy_

Our hands have become sore, we must not handcraft anymore. This mod changes recipes to require an assembling machine but it tries to not interfere with the early game too much.

2 months ago
0.16 - 1.1
1973

Flat Infinite Research Cost


This mod allows you to set a fix value for the costs of infinite research technologies instead of the increasing vanilla prices. Created with the help of the reddit user _Gamma_Gaming_.

2 months ago
0.16 - 1.1
4069

Noxys Deep Core Mining Tweak

by _Noxy_

Tweaks the speed of VortiKs deep core mining machines. This by default reduces the speed to 1/5th of the normal speed since I feel this is a more balanced rate.

4 months ago
0.16 - 1.1
3198

Noxys Robot Battery Tweak

by _Noxy_

Allows you to tweak the robot battery capacity.

4 months ago
0.16 - 1.1
3158

Super-Cheap Mode


This mod changes the normal prices of recipes and technologies to cheaper ones, allowing for a much faster gameplayer and expansion. Designed for a quick factorio gaming session.

6 months ago
0.16 - 1.1
5794

Cheap Mode


This mod is the opposite of "expensive" recipe and technology settings and reduces the prices of things in the "normal" price settings. Prices are reduced in the same ratio by which they would be increased with the "expensive" settings. Since the "expensive" technology recipes are the same as "normal", this mod simply reduces the technology costs by approximately 4, since the official Marathon settings use a technology price multiplier of 4.

6 months ago
0.16 - 1.1
3737

Circuit Processing


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.

6 months ago
0.15 - 1.1
169244

Expensive Landfill


You have to be as rich as Dubai to create islands!

7 months ago
0.16 - 1.1
600

Reaver's Module Balance


Rebalances modules to be more viable at all levels as well as viable both in combinations or with only one type used.

8 months ago
0.16 - 1.0
220

Stamina


Hand crafting stuff costs health. Keep some fish handy, and research Automation ASAP.

8 months ago
0.13 - 1.1
1110

Easy roboports


Changes only to 3 science packs.

9 months ago
0.15 - 1.1
2497

Easy-processing-unit


Reduced costs for Blue chips

9 months ago
0.15 - 1.00
826

Reduced Research

by Kynaro

This mod greatly decreases research requirements for lab technologies.

10 months ago
0.15 - 1.1
7784

Hard Recipes


This Mod changes all of the Vanilla recipes for a longer experience.

10 months ago
0.16 - 1.1
637

Double Speed Belts


Сhanging speed of belts. Every next belt tier has twice higher speed than tier before. Now splitter splits one blue belt to two red belts.

10 months ago
0.16 - 1.1
32298

ScienceCostTweaker Mod (mexmer)

by mexmer

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

11 months ago
0.16 - 1.1
213941
Found 114 mods