Recently updated mods

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.

7 days ago
0.15 - 1.1
133382

Space exploration - Personal fusion reactor delay fix

by Mernom

Allows to automatically replace personal fusion reactors with either the first or second tier of RTG. Cofigurable through mod settings.

10 days ago
0.18 - 1.1
1229

Beautiful Bridge Railway - Recipe Fix

by Wyrrrd

Dynamically depend recipes on base rail recipe, even if changed by another mod.

12 days ago
0.18 - 1.1
2484

Reduced Research

by Kynaro

This mod greatly decreases research requirements for lab technologies.

17 days ago
0.15 - 1.1
6043

Hard Recipes


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

17 days ago
0.16 - 1.1
561

Double Speed Belts


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

a month ago
0.16 - 1.1
27017

Omniscience


Adds difficulty by changing science costs.

a month ago
0.15 - 1.1
27482

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

2 months ago
0.16 - 1.1
185844

Krastorio 2 Compat


Modifies other mods to be more in-line with Krastorio 2 balance.

2 months ago
0.18 - 1.1
4646

Simple Quality of Life Research (Updated)


Simple quality of life researches without being bloaty or cheaty by providing additional inventory and steel axe researches, and player reach researches. Updated to 1.1.x by Walkman100

2 months ago
0.18 - 1.1
491

Dark's Fixes and Tweaks


This mod attempts to fix incompatibilities and balance problems between mods. Report issues to my github.

3 months ago
0.18 - 1.1
246

Super Generous Recipes

by M4pster

Provides settings to modify power and recipes including inserters and robots. Default settings are set to shorten game time greatly. Works with all mods. Latest Update: Version: 0.7.0 Date: 7. 06. 2021 Update: - Added Power settings to control how much Energy is distributed throughout the game Features: - Added 'Allow Power Editing' (default: Off) - Added 'Power Output, Requirement, Storage and Fuel Multipliers' (default: 1)

3 months ago
0.17 - 1.1
11982

Reduced Fabrication

by Kynaro

This mod allows you to decrease time and material requirements for recipe fabrication.

3 months ago
0.16 - 1.1
815

Loss Prevention

by Reika

Helps prevent the game from becoming unwinnable or where progress is near-impossible due to having enemies grow faster than you can keep up. Clamps evolution factor based on your progress through the game, but does not otherwise modify how it behaves, leaving a mostly-vanilla behavior.

4 months ago
0.16 - 1.1
2813

FTweaks

by Reika

Tweaks the game to either fix minor issues, add QoL features, or make larger changes to game behavior.

4 months ago
0.15 - 1.1
4027

Early Extensions

by Reika

Expands the early (pre-electricity) game so that there actually is some time spent with burner hardware.

4 months ago
0.18 - 1.1
437

Stamina


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

4 months ago
0.13 - 1.1
1011

Assembler Assay

by Mylon

Assemblers occasionally break and need to be serviced. Adds maintenance and attrition to assemblers with various options for increased difficulty.

4 months ago
0.17 - 1.1
1156

Photosynthesis Absorbs Carbon


One stop shop for configuring the BioTech mod. Adds many configuration options to tweak the BioTech mod's attributes.

5 months ago
0.18 - 1.1
175

Bob's Revamp mod


Technology and Recipe restructuring.

5 months ago
0.13 - 1.1
1023682
Found 128 mods