Search the Mod Portal by entering a search term.
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Pick an item and how many you want per second. Build Planner shows every ingredient, how many machines and miners to build, and how much coal they burn.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds more recipes to Foundries: engines, steam turbines, pumpjacks, etc. Allows casting engine units and space platforms directly from metal. Ported to 2.1 by me
Mods introducing new content into the game.
Spawns and tracks a named team of free-standing characters for an AI agent to drive, with a remote interface for the harness.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Every FallenPaladin Reborn mod in one download: 14 abandoned or outdated mods revived, fixed and updated for Factorio 2.1, plus the Crash Site Hideout easter egg. Quality, power, heat, furnaces, batteries, bio-industry and multiplayer spawns. The pack has no content of its own; credit for each mod goes to its original author.
Collections of mods with tweaks to make them work together.
A large machine with more module slots, and a small amount of productivity. Crafts buildings.
Mods introducing new content into the game.
Automatic logistics for Pyanodon's caravans, in the spirit of LTN and Cybersyn. Give each outpost a role and a list of needs, and the swarm dispatches caravans, balances supply, buffers heavy items in Storage and reports bottlenecks. No schedules. Works well with Pyanodon's Better Caravans, which is optional. NO LONGER needs a patched pyalienlife
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Expands the Promethium Endgame and adds another planet with new production steps and ressources. savegame compatible. The content of the mod is complete. New content will still be added, of course ;) This mod will be continuously improved and fixed. I am writing this mod in my spare time and therefore cannot work on it every day. I would be very happy about feedback :) Mod Showcase from Youtuber "Omega" ---> https://www.youtube.com/watch?v=DavGHo8qN-8
Mods introducing new content into the game.
Underground heat pipes for every underground belt tier, including Advanced Belts. Quality heat pipes heat a bigger area and reach further, and heat pipes can be cast in the foundry. Continuation of Underground heat pipe by Quezler for Factorio 2.1.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Prettier heat glow - and pipes carrying lava or molten metal now glow red-hot too. Continuation of Heat Glow by OwnlyMe, updated for Factorio 2.1.
Mods introducing new content into the game.
An early-game burner turret: a furnace with a cannon on top. Feed it any item, from any mod, and it bakes the junk into shells and fires them at enemies.
Mods introducing new content into the game.
An ME storage network inspired by Applied Energistics 2: cables, a controller, drives with storage cells that keep their contents, a terminal, interfaces, import, export and storage buses, autocrafting with encoded patterns and crafting CPUs, level maintainers, and fluids. Works on its own with vanilla recipes; Gregtorio Continued puts it on its GregTech tiers. Source and issues: https://github.com/Rykon00/me-network
Mods introducing new content into the game.
Optional graphics for ME Network: textures of Applied Energistics 2 in place of ME Network's own sprites. The textures are by AlgorithmX2 et al. (and, in today's AE2, Ridanisaurus Rid) under CC BY-NC-SA 3.0, and so is everything in this mod: no commercial use, changed versions under the same license. Install ME Network too; it runs without this mod. This version replaces nothing yet. Source: https://github.com/Rykon00/me-network (folder ae2-textures)
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Three toggleable tools: auto-build nearby blueprint ghosts from your own inventory (quality-aware), a visual-only fullbright toggle, and (experimental) Shift+Left-click to drive a vehicle to a destination. Use /Ö in chat for help.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
A YAFC-style production planner inside the game. A linear solver balances loops, byproducts and multi-output recipes, and it handles Pyanodon-sized factories. Open it with the shortcut button or Ctrl+Shift+Y.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Collections of mods with tweaks to make them work together.
Limit every item to 10 (configurable) slots in your inventory. Everything over that goes into a pocket dimension that tops your inventory back up as you use it. Ctrl-click into and out of chests uses the pocket too, and it always keeps empty slots free for new items.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Everything you need to join xXShadowNinjaXx's server: Twitch Chaos, No Asteroid Lasers, Mini Accumulator and the Factorio 2.1 Compatibility Patch.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
A mod that adds complexity to planets by assigning them a score. This score determines the planet's tier, ranging from T1 to T6.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.