Search the Mod Portal by entering a search term.
To search for specific phrases, surround them with double quotes (").
The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
To further refine your search, use the sidebar on the left. Enable the checkboxes to limit the search results to selected categories and tags or use the ban button to exclude them.
You can reset your filters by clicking the active tab on the top.
There's a lot of caching on this page. It can take several hours for new mods and updates to show up in search results.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Fair input, useful output: mall, factory, logistics, and mod-content package recipes for players who still build the belts themselves.
Mods introducing new content into the game.
Queue technologies for research, see research time ETAs, automatically research all prerequisites, auto-research infinite technologies.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Large total conversion mods.
Greatly extend the end game requiring multiple launches, massively increased science and item production. Requires a few hundred launches with a variety of new components. The goal is to build a vessel capable of getting you off the planet and home safely.
Mods introducing new content into the game.
Above the clouds of Nauvis lies the ancient moon Eneas. Not only does it hold secrets concerning the history of this star system, it is also home to an enigmatic machine called unit-05. Eneas does not modify vanilla content, only adds new items and recipes. It also contains improvements to early game progression and a database for factorio lore enthusiasts. >0.6.11 should fix multiplayer issues but keep me updated
Mods introducing new content into the game.
⛏️ Dig, explore, loot, and survive in a vast underground world. Discover hidden treasures, special caverns, dangerous enemies, and depth-based progression from Easy to Nightmare. Experience reworked digging, balanced ore and oil progression, 8-level resource scaling, optional challenge modes, Train Interiors, research upgrades, and a balanced coin market. Enter the optional Dark Zones, where you have only 30 seconds to place lights before the darkness becomes dangerous.
Mods introducing new content into the game.
Adds configurable infinite research for late-game factories: productivity for intermediates, logistics items, combat supplies, modules, science packs, harvesting and breeding, modpacks and Space Age, plus repeatable player, robot, weapon speed, vanilla tech and overhauls, and cargo logistics bonuses. Designed for vanilla, Space Age, and overhaul mods, with startup settings to enable, cap, or rebalance each added research line.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
adds 4 types of wind turbines with different technical requirements and power output
Mods introducing new content into the game.
Faster, larger inserters to reduce UPS/FPS issues. Modified for pymods. Based on Karoschel's Inserter Cranes. 6x2 and 3x2 cranes with hand stack size 250.
Mods introducing new content into the game.
A live, zero-config dashboard that auto-discovers every train stop and visualizes the health of your rail network. No station IDs, no circuit signals, no combinators. Place or remove a stop and the dashboard updates itself.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds research technologies to increase the range of gun turrets, laser turrets, and flamethrower turrets.
Mods introducing new content into the game.
This mod changes the science packs of Vulcanus, Fulgora and Aquilo by making them more challenging to transport between planets, just like Gleba's agricultural science pack.
Small changes concerning balance, gameplay, or graphics.
The most comprehensive K2 sound fix to date. This mod fixes over 200 items' sound effect, including 29 customized sound effects. Besides, It provides entity UI sound effect fix, transport belt sound effect fix, disable idle sound effects, etc. All these changes can be adjusted in the settings, and they are compatible with K2SE and K2SO.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Several balanced and vanilla friendly recipes using fusion plasma, inspired by current real life usage of plasma in industrial settings.
Mods introducing new content into the game.
This is a fork of FE+ Logistics by jimmyjon711 attempting to fix issues with Factorio 2.0.
Mods introducing new content into the game.
Miner Planner automates mining drill placement on ore patches. Drag-select an area, pick your drill, belts, poles, and beacons from an icon-based GUI, and ghost entities are placed in optimized paired-row layouts ready for construction bots. Works with all drill types, belt tiers, pole types, and resources across all planets.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Explore the derelict fulgoran ringworld of Ribbonia, an artificial planet where spatial reasoning and creativity are the key to your survival. Can you handle C.H.A.R.L.E.S., the crazed and lonely AI? Discover Fulgoran crafting techniques involving molten plastic and fusion plasma and dive into pure Factorio nostalgia on Ribbonia. Ribbonia minimally affects the vanilla game and can be added to existing saves.
Mods introducing new content into the game.