Adds a planner that designs a mining drill layout for a resource patch.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Makes science labs light up with the colours of the science packs they are consuming.
Small changes concerning balance, gameplay, or graphics.
Allows you to walk between what used to be obstacles such as directly adjacent solar panels, pipes, steam engines, mining drills, and chests. No more frustration when walking about your base!
Visualize and plan your fluid network with color-coded pipes! Build with red, orange, yellow, green, blue, purple, pink, black, white and special optional colors for each fluid. Includes pipes, pipe-to-grounds, pumps, and storage tanks.
Small changes concerning balance, gameplay, or graphics.
Adds a vanilla looking 5x5 storage tank with 100k capacity and 2 pipe connections on each side.
Mods introducing new content into the game.
Distributes the Gridtorio scenario by sOvr9000. You start in a single chunk with iron [item=iron-ore], coal [item=coal], stone [item=stone], and a market [entity=market]. You must sell some basic items for coins [item=coin], and then use those coins to expand to other chunks. Automate trading with markets, capture ruins of enemy bases, and discover how the world changes as you venture far out.
Scenarios, maps, and puzzles.
A set of high-quality, commonly-used utilities for creating Factorio mods.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Modifies CTRL + Click Drag to evenly distribute the items over multiple buildings. Also adds Inventory Cleanup hotkey (SHIFT+C) which evenly distributes unneeded items from inventory into nearby machines.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
A tool for locating bottlenecks in your factory, with zero runtime overhead and instant response to changes in status.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Makes all resources infinite. (now with multiplier for fluids)
Small changes concerning balance, gameplay, or graphics.
Adds mining drones and depots providing great yet cusomizable balance: - robust drones recipe ingredients instead of pure iron - normal pollution rate - electric energy usage - editable stack sizes - many compatible mods And so much more! Everything is configurable, many supported mods. Locales: 🇬🇧 English 🇩🇪 Deutsch 🇪🇸 Español 🇫🇷 Français 🇹🇷 Türkçe 🇺🇦 Український 🇷🇺 Русский 🇨🇳 中文
Mods introducing new content into the game.
Adds higher tiers of solar panels and accumulators. (Default production multiplier *10, *100, *1000. Configurable). Makes space efficient solar farms viable and reduces the hassle to place as many panels.
Mods introducing new content into the game.
Calculate maximum production and consumption rates for the selected machines.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
This mod adds a todo list to the single- and multiplayer game to allow players to synchronize their work.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod marks drills that have no more resources to mine for deconstruction.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Placeable water. This mod allows the placement of water just like landfill.
Mods introducing new content into the game.