Dedicated to the core Factorio spirit: Automation, Logic, and Absolute 'Realism' . As a developer, I am not a designer of "difficulty," but a porter of industrial reality. I believe the complexity of real-world industry provides the most compelling gameplay.
Large total conversion mods.
Adds a high-pressure barrel with 5000 fluid capacity, plus fluoroplastic intermediate. All fluids auto-generate fill/empty recipes. One technology, one recipe, one new item — no vanilla changes.
Small changes concerning balance, gameplay, or graphics.
Adds pentapod-joint-bacteria harvested from Gleba pentapods, with a bio-chamber culturing recipe that multiplies bacteria and produces lubricant as a byproduct.
Small changes concerning balance, gameplay, or graphics.
Cultivate living electrogenic colonies. Tri-sac electrogenic tissue releases metabolic energy and returns dormant inoculum; continuous fungal floor distributes power without visible poles.
Mods introducing new content into the game.
Gather biogenic dispersant from Gleba, holmium from Fulgora and wear-resistant materials from Vulcanus, and refine cryogenic propellant and promethium activator in a platform centrifuge. Keep the promethium coming from the shattered-planet route, build interplanetary supply lines and a coolant loop, and let the platform sail clear of the asteroid-dense ecliptic.
Mods introducing new content into the game.
Planets and space locations keep orbiting while platforms fly, so the distance between two of them changes with the phase. This mod turns that into real space connection lengths: it generates K hidden sampled lanes per vanilla route whose lengths follow the phase, so travel time, ETAs and the starmap stay honest.
Small changes concerning balance, gameplay, or graphics.
Native copper/iron bacteria grow into stromatolite entities. Agricultural harvesting yields bacteria and hydrated crystals; dehydrate crystals in a biochamber for ore. Metal bacteria spoil into spoilage. Direct bioflux multiplication and duplicate inocula are removed. Decomposers are isolated from spoilage at 10%; saprophytic fungi and decomposers produce all eleven soils. Existing inocula and soil cultures migrate to the replacement items.
Mods introducing new content into the game.