Modpack with dependency of !K2 mods (considered a starter Krastorio2 modpack) and Space exploration official modpack.
Mods introducing new content into the game.
Makes the worker robots and their cargo invisible if the player toggle the option. Forked from original mod: https://mods.factorio.com/mod/invisible-robots
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Enable you to have some sort of a low tech option (from other mods like JunkTrains or Early3x3Electric Furnace, Nanobots) when playing full bobs/angels without being to OP. Those techs are usually locked behind angels green science or higher, or require some construction or electronic block that you can't craft early on, which kind of defeat the idea of the early mod. Also add some sort of firepower if you're playing with harder enemies and can't kill the bases.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Have more control over your spidertrons by using waypoints and creating patrols! Includes customizable 'Time passed' or 'Inactivity' wait conditions. ⚠️ Deprecated. Please use Spidertron Patrols instead. ⚠️
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod make it easier to align stuffs to the chunk grid by tweaking values of power poles and roboports.
PvP enhancement, adding the ability to capture opponent entities (eg: factory bits, chests).
Small changes concerning balance, gameplay, or graphics.
Spy mod was created for multiplayer use with multiple forces. It boosts technologies of all forces (even those who are yet to be created*),when one of forces finish research. The purpose of this is to work with "every player in his own force" scenarios - so that players won't lag so far behind others in tech for long and hopefully won't get overrun by biters. Once one player will make technological breakthrough -> rest have easier path to follow.
Small changes concerning balance, gameplay, or graphics.
Adds Concrete/Copper/Plastic/Stone Pipe Variants Of Flow Control's Pipe Junctions
Small changes concerning balance, gameplay, or graphics.
This mod adds a new map generator preset for speedrunning the game.
Tharol's modpack of Angels Bobs MadClown01 and AAI mods
Collections of mods with tweaks to make them work together.
Allows to color default factorio lamps through circuit network signals R, G, B of level 2-255 each. This allows for pretty much all colors you would ever want. Limitation: Lamp should be always off via circuit condition.
Small changes concerning balance, gameplay, or graphics.
Protect the rocket silo. When the rocket launch is destroyed, the game fails.
Scenarios, maps, and puzzles.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
This mod automatically builds the water way rails from the Cargo Ships mods, when building them as a ghost
Small changes concerning balance, gameplay, or graphics.
Dig canals to extend or connect bodies of water. - Adds waterfill and swimming - Biters, players, and vehicles are slowed down in water
Small changes concerning balance, gameplay, or graphics.
This mod was officially released in 2015 by callmewoof, All credit goes to the Author! Colorful Lamps. Because, why not?
Mods introducing new content into the game.
Productivity Smelting & Refineries - All raw materials buildings are more productive, (Configurable).
Small changes concerning balance, gameplay, or graphics.