Scales cargo ships so their carry : weight ratio is simmilar to trains (it should be even better, as ships are more efficient, but let it be at least equal)
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Each player have button to set spawn point. In map settings, you can set spawn select cooldown time. There's also random spawn and unstuck buttons. In map settings you can disable each of these 2 buttons. Mod that I based upon was 'Spawn Control', Orginal mod page : https://mods.factorio.com/mod/SpawnControl
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
I modified Factorio World mod so that it has some spawns to choose from (each player can choose spawn once when already in game) biters get significantly reduced depending on evolution, so that playing far from world spawn doesn't feel much harder than playing near world spawn. each spawn recieves some starting ores. This mod is based on Factorio World mod (by The Oddler), and is using some TeamCoop functions too. Shout out to those creators :)
Large total conversion mods.
Early game logistic and construction bots. Recipes are just more expensive than regular ones, so eventually it's beneficial to research "proper" bots.
Mods introducing new content into the game.
This mod creates new force for each player. Those forces are enemies (you can use diplomacy mod), but they can share vision despite being enemies (check out settings->mod settings->per player) now finally radars don't always share vision. Every player has option to flip setting, so that his radars share/don't share vision. If you want also to have shared chat between all forces, I might recommend you always-shout mod ( https://mods.factorio.com/mod/always-shout )
Biters have different strength locally. This only takes effect on multiplayer. Biter evolution is dependent on closest player.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
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.
Fork of "Building Time" by Klonan. Adds single setting to control speed of construction. Might get discontinued.
Small changes concerning balance, gameplay, or graphics.
alpha-stage mod! Many features are yet missing. Still I believe it is as good or better than many other similar mods, that I know about. This mod aims for trains to become realistic. warning ! settings from 0.0.2 will not work with 0.0.3 . Be sure to look at their descriptions and put them into their default values for playable results. Sorry for my incompetence, but I'm not yet keen to learn how to use migrations to change things like theese behind sceenes.
Mods introducing new content into the game.
Tried to balance PvP so that you can leave your base on hostile world for long time (and go sleep perhaps).
Small changes concerning balance, gameplay, or graphics.
For now mod is in terrible state as it was hastely assembled - please do not use it.