Shared utility foundation for Szentigrade Factorio mods. Provides reusable prototype, recipe, technology, event, GUI, migration, queue, route, starmap, loader, icon, stack, and validation helpers with no third-party hard dependencies.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Start underground. The Nauvis surface is hostile and normal surface construction is forbidden; dig out cave space, use shafts, and build your factory below.
Large total conversion mods.
A Factorio industrial overhaul with true orefields, real ore processing, metallurgy, hydrometallurgy, petrochemistry, catalysts, gases, waste handling, and advanced materials.
Large total conversion mods.
A Factorio overhaul with custom ores, heavier processing chains, expanded science and materials, cleaner starter-region worldgen, and deliberate outpost progression.
Large total conversion mods.
Compatibility and progression-hardening layer for the maintained Omnimods, Bob's, and Angel's suites on Space Age, now with PlanetsLib / alternate-start / large planet-pack support.
Small changes concerning balance, gameplay, or graphics.
Survive frozen Nauvis, thaw lakes, heat your factory and terraform planets through industry. Factorio 2.1.22+; Core 0.3.13+; Space Age/SE optional.
Mods introducing new content into the game.
An interstellar progression overhaul that organizes Space Age planet mods into structured systems, discovery chapters, and coherent starmap routes.
Large total conversion mods.
Build island industry, survey remote resources, and automate ocean bulk shipping with industrial ports, bulk carriers, offshore oil and maritime power on an ocean-first archipelago world.
Mods introducing new content into the game.
Generate electricity pollution neutral by placing biters on treadmills. Biters can be caught with cage traps, or by placing an egg extractor on a buried biter nest. Biters get tired after running on the treadmill after which they need be revitalized, which could be hazardous. Warning, biters might escape!
Mods introducing new content into the game.
A huge expansion to Factorio 2.0+ with new machines, generators, accumulators, turrets, poles, pipes, components, and more.
Mods introducing new content into the game.
Space Exploration companion overhaul with consolidated colony progression and integrated Brim Stuff, Brass Tacks, Them Thar Hills, If I Had A Nickel and Lasing Around content. Uses Forgeworks Core 0.3.3+ shared selection, recipe, technology, runtime and compatibility helpers. 248k Redux Overhaul Mode is mandatory; Quality and Recycler are unsupported.
Large total conversion mods.
NPUtils Redux addon for Factorio 2.0+ with inserters, cars, heat systems, storage, floors, and more.
Mods introducing new content into the game.
Early prototype-stage bootstrap for Industrial Worlds. Sanitizes cross-overhaul data:extend calls, normalizes recipe and equipment shapes, persistently heals PyPostProcessing recipe helpers at recipe iteration and global replacement boundaries, and provides the narrow legacy PyCoalTBaA presence signal still hard-coded by PyPostProcessing when Industrial Worlds owns Angel/Bob/Pyanodons coexistence.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Runs Angel/Bob and Pyanodons on dedicated industrial planets while preserving standard Nauvis and Space Age progression. Adds experimental Nullia with original Nullius integration. Factorio 2.1.22+ / Space Age.
Mods introducing new content into the game.
NPUtils Redux tech-tree addon for Factorio 2.0+ with a larger and more challenging research progression.
Small changes concerning balance, gameplay, or graphics.
Pyanodons + Space Age prerequisite bridge for Industrial Worlds. Provides the pyspaceage handshake expected by current PyPostProcessing and restores the canonical satellite prototype early enough for current Py Alien Life data-updates. Industrial Worlds owns the dedicated Pyanodons-world isolation and progression compatibility.
Small changes concerning balance, gameplay, or graphics.
In this Factorio prequel, you're an android terraforming planets and seeding them with life. Replaces all recipes and technology. No life means no coal, oil, wood, biters, or free oxygen, requiring varied renewable energy sources. For reliability, you'll focus on abundant elements from the air, sea, or common minerals such as iron ore, bauxite, sandstone, and limestone. Advanced technology enables asteroid mining of rarer elements. Experimental original-source fork for Industrial Worlds. Native Space Age and multi-planet compatibility are not yet certified. Compatibility adjustments retain Alien Biomes settings and accept fixed-amount rock-mining results. Original upstream version is 2.1.3.
Lua libraries for use by other mods and submods that are parts of a larger mod.
FARL-style W/A/D locomotive rail building for 1–4 ground-level tracks: corners, wagon-paid concrete, signals, big-pole power, lamps and cliff/tree/rock clearing. Factorio 2.1.22+, Forgeworks Core 0.3.11+.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
First public alpha. Play as the swarm. Grow organs, spread creep, harvest living resources, digest biomass, mutate, and command brood.
Large total conversion mods.
Have you ever considered taming and utilizing biters like pets or Pokemon? using this mod will allow you to capture (with a chance to fail) attacking biters, to use for making power in a treadmill generator... all you need to do is recharge them with meat from questionable sources. Now you can breed biters from eggs... leave them too long and they will hatch!
Mods introducing new content into the game.