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Overhaul your multiplayer (and single player!) games with Gizmod, originally inspired by Oarc Multiplayer Spawn. Includes modules like economy, diplomacy, loot drops and loot tables, expanded terrain options, enhanced resource control, and more. Carries on the Multiplayer Spawn legacy and provides a framework for other modders and players to create massive, evolving multiplayer worlds.
Mods introducing new content into the game.
Smarter biter AI with adaptive resistance, breach reinforcement, scheduled raids, wall regen, and overhaul-mod compatibility.
Large total conversion mods.
This mod provides better compatibility between Paracelsin and Krastorio 2 Spaced Out.
Small changes concerning balance, gameplay, or graphics.
-Adds a long-range mortar turret to Factorio with two shell types. -Standard shells deliver heavy explosive area damage, while poison shells create a toxic cloud that damages and briefly confuses enemies. Both are designed to complement each other by combining burst damage and crowd control.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
[also works single-player] GZ-Economy: Adds Flux currency, Flux Terminal, global market listings, direct buys, offers, Flux escrow, account balances, and seller payout. Multiplayer tested and passed. # FLUXMART UPDATE: Value basis, FluxMart, Admin Settings **Does not do magic tele-logistics. Players still have to move the product.
Mods introducing new content into the game.
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.
Gizmod-family hardmode router. Initial options: buildings require stone-brick-or-better foundation with bootstrap/drill/chest exceptions, radar unlocks at Advanced Combinators, and remote map view is unavailable until radar is unlocked.
Mods introducing new content into the game.
A personal roboport bundled with construction robots for compact transport in armor.
Mods introducing new content into the game.
In addition to normal behaviour, all Inserters take fuel from entities containing a burner when they or their drop target have no fuel left.
Small changes concerning balance, gameplay, or graphics.
Compact 1x1 loader requiring electricity to run. There are options to enable or modify capabilities like stacking, disable power consumption, or recipe cost.
Mods introducing new content into the game.
A sad, quiet, slightly pathetic little Foundry that unlocks with automation science. Careful, it might be fragile.
Mods introducing new content into the game.
A Substation with robot recharge ports. Patched for compatibility with the Electric Grid mod.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Adds visible smoke to pollution-generating machines, scaled by their actual pollution output. Machines with chimneys emit smoke from their chimney positions; others emit smoke randomly across their footprint.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Localizations for Warptorio 3, Warp Drive Machine, Mining Space Industries II, Deep Core Operations and relative mods (Rocket Silo Construction, Warptorio 3 Expansion, Frost Biters, Explosive Biters, Armoured Biters, Big Monsters etc...). Locales included: Czech, English (as template), Japanese (partial), Polish (partial), Russian, Ukrainian. Contribute on Crowdin (link in mod info page).
Translations for other mods.
A faster Bulk Rail Loader 2.0 patch with 4x rail loader and unloader transfer speed.
Mods introducing new content into the game.
Mods introducing new content into the game.
Gizmod-family compatibility and tweaks mod. v0.1.5 Contains: Extended multiplier options for science, Wooden Platform, Bioflux Autofeed, Burner Seafloor Drill, starter bots, Early Mech Armor and Copper Bots (early bot tech).
Mods introducing new content into the game.