This section of the site contains information, downloads, and additional resources for my Factorio mods.
Every mod has its own page, in addition to a number of pages for general information pertaining to questions, changelogs, policy information, and so on.
Important Notes
Factorio mods are less prone to breakage from game updates than those for Minecraft, but they are not immune. If a mod appears not to be updated, feel free to try editing its info.json to update its declared version. This may work - especially for small mods - but if it does not, you will have to wait for an official update.
Content
The following is a full list of my mods for Factorio, sorted alphabetically:
AutoTrainDepot - Adds a storage depot controller designed for use in train stations, which can take large quantities of multiple item types and allow for belt-based dynamic train systems.
Bioluminescence - Adds bioluminescence to the natural world of Nauvis.
BiterBias - Allows the biter/spitter spawn ratio to be modified.
ChokePoint - Modifies cliff and shore generation to create natural defensive chokepoints throughout the map.
DewPointAggregator - The machine from RotaryCraft - generate water at any time in any place, but at the cost of a great deal of power.
DirtyMining - Allows for you to mark ore fields for more in-depth extraction, at the cost of requiring additional processing.
EarlyExtensions - Expands the early (pre-electricity) game so that there actually is some time spent with burner hardware.
EasyCreative - Makes cheat_mode more like Minecraft Creative Mode, to make testing builds easier.
EndgameCombat - Adds more powerful combat capability to keep up with numerous and/or powerful enemies and huge biter bases.
Factor-I/O - Adds sensors designed to read and send various signals which help in automation.
FastFurnaces - Adds faster electric furnaces and other production machines, and some other production enhancers like better drills, pumps and modules.
FTweaks - Tweaks the game to either fix minor issues, add QoL features, or make larger changes to game behavior.
Geothermal - Adds magma sources and geothermal generators.
InfiTech - Adds infinite versions of some more technologies.
LossPrevention - Helps prevent the game from becoming unwinnable or where progress is near-impossible due to having enemies grow faster than you can keep up.
NauvisDay - Makes pollution generation and handling a much greater focus of the game.
OldWormSound - Restores the old worm attack sound (deep growl).
Oreverhaul - Overhauls ore gen to increase density at larger distances, but forces some resources to only generate further out.
Pheromones - Adds the ability to use chemical production to produce chemicals that mimic biter pheromones, allowing you to regionally alter their behavior.
RadioNetwork - Adds the ability to send any and all circuit network signals wirelessly.
RubberBelts - Changes belts to be partly made of rubber instead of entirely iron.
T-Re(e)plant - Makes trees replantable from their stumps. Also makes trees healable and easier to protect from damage.
TurmOil - Redesigns basic oil processing and blue science, reverting the changes in 17.60 and adds alternate streamlining which does not excessively simplify oil processing.