Search the Mod Portal by entering a search term.
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The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
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Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Mods introducing new content into the game.
This mod disables belts, requester chests, and buffer chests, turning the game into an extreme train logistics challenge.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
This mod is meant to increase compatibility between Space Exploration and Angel's Mods. See details for more info. It was build for Space Exploration 2 and will not work properly with newer versions. (SE 3 +)
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Automate the construction and deconstruction of your trains! Configure a train currently scheduled for a station as a template for the station - the mod's special train construction station will automatically build (or destroy) copies of the template train on demand, or in response to circuit conditions.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds a new research line to sacrifice newly researched lab speed for bonus productivity instead.
Small changes concerning balance, gameplay, or graphics.
Creative Chests are chests with unlimited amount of items. They can also destroy your items. Use it for blueprints with perfect ratio, but not for the game.
Mods introducing new content into the game.
You've used your ingenuity as an engineer to hack your original splitter design, creating new splitters that perfectly balance transport belt inputs. These hacked splitters require extra circuitry and are best used with single-item belts as they no longer perform the function of their baser models. They unlock when their respective counterparts become available.
Mods introducing new content into the game.
A small mod that adds craftable saplings that grow into vanilla trees, and a way to farm them
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Makes all solid resource deposits yield 100%. Inspired by Philuminati and xxnoobmanxx. Desync-free for version 0.17 and minerals don't have yields above 100%. Runs on game load and exploring chunks. There is now also an 0.18 version as well that you can migrate forward. Permanently changes the amount of ore in every mineral tile to only 1, beware!
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
WIP. Currently adds inline assemblers. was forgotten by SeanMirrsen in 15.x updated by HardyPotter to 16.x, Missed this mod and it was a good challange to get started with modding wise i plan to maintain it in the current state.
Mods introducing new content into the game.
Mods introducing new content into the game.
Proof of concept: new terrain generation, more rivers and islands between them.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Creates in start zone random entities of your faction.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Gives a random item to online players every N time. Please, use https://mods.factorio.com/mod/zk-lib instead
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.