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#REDIRECT[[Modding]]
'''As of 5/5/2015 this page is *extremely* outdated: A more or less complete list of mods is in the [http://www.factorioforums.com/forum/viewforum.php?f=14 Mods forum].'''
 
 
== How to use mods ==
 
''' See [[Installing Mods]]
 
== List of user made mods ==
 
 
You are invited to add other mods to this list! See down how.
 
{| class="wikitable sortable"
!colspan="6"| Big Mods
|-
!style="width: 15%"| Mod
!style="width: 10%"| Author
!style="width: 10%"| Latest Release
!style="width: 10%"| Factorio Version
!style="width: 15%"| Dependencies
!style="width: 40%"| Brief Description
|-
| {{subpage|Bob's Mods}} ([http://www.factorioforums.com/forum/viewforum.php?f=51 Forum])
| bobingabout || Multiple || Multiple || Multiple
| A set of modular mods to add something to pretty much every aspect of gameplay, works well in combination with DyTech.
|-
| {{subpage|DyTech}} ([http://www.factorioforums.com/forum/viewforum.php?f=43 Forum])
| Dysoch || Multiple || Multiple || Multiple
| A modular set of mods that add something to pretty much every aspect of gameplay, depending on the modules you choose.
|-
| {{subpage|F-mod}} ([http://www.factorioforums.com/forum/viewforum.php?f=45 Forum])
| ficolas || 1.10.5 || 0.10.x || ??
| Adds underground mining drills, extra machines and processing, planets and trading.
|-
| {{subpage|Test Mode}} ([http://www.factorioforums.com/forum/viewforum.php?f=46 Forum])
| rk84 || Multiple || Multiple || ??
| Provides various tools and scripts for testing purposes while in a game.
|-
| {{subpage|Treefarm}} ([http://www.factorioforums.com/forum/viewforum.php?f=44 Forum])
| drs9999 || 1.2.7 || 0.11.6 || base >= 0.11.0
| Adds treefarms, coal-processing and a production-chain for organic plastic.
|-
| {{subpage|NARMod}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&t=12379 Forum])
| DamienReave|| 0.3.4 || 0.11.x || base >= 0.11.0
| Standalone mod that adds an enormous amount of additional content
|}
 
{| class="wikitable sortable"
!colspan="6"| Large Gameplay Changes and Overhaul Mods
|-
!style="width: 15%"| Mod
!style="width: 10%"| Author
!style="width: 10%"| Latest Release
!style="width: 10%"| Factorio Version
!style="width: 15%"| Dependencies
!style="width: 40%"| Brief Description
|-
| {{subpage|Cursed Exp}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&t=7189 Forum])
| L0771 || 0.1.1 || 0.11.6+ || base >= 0.11.5, Treefarm-Mod >= 1.2.6
| Adds experience elements and upgradeable mines/turrets. You really just need to check out the post for more info, it's quite different.
|-
| {{subpage|Hardcorio}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&t=6634 Forum])
| Styx3 || 0.3.5 || 0.11.6+ || base
| A large revamp of warfare elements in Factorio.
|-
| {{subpage|Replicator}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&t=6769 Forum])
| jamuspsi || 0.2.1 || 0.11.3+ || ??
| Big change in gameplay, create resources from energy. Lots of energy.
|}
 
{| class="wikitable sortable"
!colspan="6"| Modpacks/Large variety of Changes and New Items
|-
!style="width: 15%"| Mod
!style="width: 10%"| Author
!style="width: 10%"| Latest Release
!style="width: 10%"| Factorio Version
!style="width: 15%"| Dependencies
!style="width: 40%"| Brief Description
|-
| {{subpage|MoMods}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&t=2778 Forum])
| ludsoe || Multiple || 0.11.x+ || ??
| A variety of mods changing various gameplay elements.
|}
 
{| class="wikitable sortable"
!colspan="6"| Map and Spawning Changes
|-
!style="width: 15%"| Mod
!style="width: 10%"| Author
!style="width: 10%"| Latest Release
!style="width: 10%"| Factorio Version
!style="width: 15%"| Dependencies
!style="width: 40%"| Brief Description
|-
| {{subpage|Resource Spawner Overhaul}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&t=4761 Forum])
| Dark || 1.0.2 || 0.10.2+ || ??
| Edits resource and biter spawning behavior, encourages longer-distance transportation with more spread out resources.
|-
| {{subpage|Straight World}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&t=7191 Forum])
| Xecutor || 1.0.1 || 0.10.x+ || ??
| Makes the world straight and rectangular.
|-
|}
 
{| class="wikitable sortable"
!colspan="6"| Energy/Logistics/Fluid Handling
|-
!style="width: 15%"| Mod
!style="width: 10%"| Author
!style="width: 10%"| Latest Release
!style="width: 10%"| Factorio Version
!style="width: 15%"| Dependencies
!style="width: 40%"| Brief Description
|-
| {{subpage|Belt Blocker}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&t=6227 Forum])
| JamesOFarell || 1.0.0 || 0.11.x || ??
| Adds an object that blocks a single lane on a belt.
|-
| {{subpage|Belt Switchers}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&t=4743 Forum])
| ThaPear || 0.0.1 || 0.11.5+ || ??
| Add belt switches, which swap the lane items are traveling on.
|-
| {{subpage|Boxing}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&t=7481 Forum])
| Xecutor || 0.5.0 || 0.10.x || base >= 0.10.0
| Adds a way to box up/condense some basic goods, such as plates and plastic.
|-
| {{subpage|Liquid Void}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&t=5412 Forum])
| Rseding91 || 1.0.0 || 0.11.x || ??
| Adds a pipe that erases fluids in it.
|-
| {{subpage|Offshore Dump}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&t=6826 Forum])
| Kirk || 0.0.1 || 0.11.x || ??
| Adds a pump to dump liquids into water, causing pollution but removing liquids.
|-
| {{subpage|Rail Tanker - Liquid Transportation}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&t=6847 Forum])
| JamesOFarrell || 0.0.7 || 0.11.x || ??
| Add a new tanker, holds liquids without having to barrel them first.
|-
|{{subpage|Slipstream Chests}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&t=7121 Forum])
| Degraine || 1.1.0 || 0.11.17 || None
| Adds chests that can pick up and put down items on belts.
|-
| {{subpage|Uranium Power}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&t=6740 Forum])
| Liquius || 0.3.0 || 0.11.x || ??
| Adds nuclear fission reactors along with a fairly realistic industrial process for gathering and processing uranium.
|}
 
{| class="wikitable sortable"
!colspan="6"| Uncategorized
|-
!style="width: 15%"| Mod
!style="width: 10%"| Author
!style="width: 10%"| Latest Release
!style="width: 10%"| Factorio Version
!style="width: 15%"| Dependencies
!style="width: 40%"| Brief Description
|-
| {{subpage|Record Your Stuff!}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&t=7691 Forum])
| AlyxDeLunar || 1.0.0 || 0.11.x || base
| Provides a numerical count of pollution.
|-
| {{subpage|Start Out Planning}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&t=7561 Forum])
| AlyxDeLunar || 2.0.0 || 0.11.x || base, ?hardcorio
| Starts player with a blueprint, deconstruction planner, and automated construction enabled at map creation.
|}
 
== Dependencies? ==
Dependencies are used to tell the game what order mods should be loaded. A mod that has dependency gets loaded after the mod it depends. The mod will not be active if it has dependency to a mod that is missing, disabled (by user) or invalid (by dependency of depended mod)
 
If a dependency is preceded by a question mark (as in: ?Example-Mod >= 1.0.0), then it is an optional dependency. The dependency will not be required to run the mod, but if it does exist, will be loaded before the mod. This usually means the mod will modify something about its dependency if it exists.
 
*'''base''' is the default game data that comes with Factorio.
[[Modding_overview#Mod_meta_information]]
 
== How to add my/another mod into this page? ==
 
Two possibilities:
#  become user of the wiki (get an account) and add it. You can use the {{subpage|ExampleMod}}, to see, how you can structure the information about your own mod!
# ask in the forum, if someone would add it
 
== Subpages ==
 
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}

Latest revision as of 22:23, 17 June 2017

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