Search the Mod Portal by entering a search term.
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Collections of mods with tweaks to make them work together.
Adds shortcut bar buttons for all circuit network buildings — constant, arithmetic, decider, and selector combinators, speaker, display panel, and power switch. Click to place instantly with no research or materials required.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
An overhaul of the electric network, engineer an Electric Grid! The overhaul is optional.
Large total conversion mods.
Adds an ISK currency and lays the groundwork for a galactic market. Sell and buy resources flexibly with ISK (InterStellar Kredits), to boost your factory and economy. You can craft as usual - selling resources and importing goods is less profitable, but it scales much better! You can belt resources directly to the Market Hub without manipulators. Research also costs ISK! Cheat codes if you want to skip tech tree: /gm-give-market-hub /gm-give-market-terminal
Mods introducing new content into the game.
Mods introducing new content into the game.
Lube powered machines that push production beyond electrical limits.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Highly customizable overhaul. Add lithium battery to the science pack and a whole new production chain to endgame. Unlock powerful items and a new tier of equipments.
Large total conversion mods.
Add the circular collider lab, a powerful endgame upgrade for the lab. Unlocked on aquilo, you can use it on every surface, even in space!
Mods introducing new content into the game.
Make changes to Aquilo to truly make it the final planet, adding challenge and a sense of advancement to the late game. -> Some recipes are more complex. -> Some technologies are more expensive. -> And some more features....
Small changes concerning balance, gameplay, or graphics.
A Factorio 2.0 overhaul with custom ores, heavier processing chains, expanded science and materials, cleaner starter-region worldgen, and deliberate outpost progression.
Large total conversion mods.
🇺🇸 An improved car for those tired of hauling copper plates in the trunk of a Zaporozhets. 🇺🇦 Покращений автомобіль для тих, хто втомився возити мідні пластини в багажнику «Запорожця». Speed / Швидкість: Normal 108 → Legendary 140 km/h. Inventory / Інвентар: Normal 80 → Legendary 150 slots. Range / Дальність: 60. Damage / Урон: +7% … +55% (quality/якість). Health / Здоров'я: +200.
Mods introducing new content into the game.
Adds three recycler tiers (Recycler 1–3) that can be researched and built on Nauvis, long before reaching Fulgora. Each tier upgrades into the next, culminating in the full Recycler 4 (Vanilla Recycler) — now unlockable without a trip to Fulgora.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Збільшує радіус радара залежно від якості. Чим вища якість — тим більший радіус і менше споживання.
Mods introducing new content into the game.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Science labs light up with the colors of the science packs they're consuming, instead of always blue. A variant of the original Disco Science mod by Daniel Brauer, featuring algorithmic UPS optimizations and Space Age mods support including Biolabs.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.