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Modpack, that rearranges some technologies to provide a smoother start if you choose Vulcanus as start planet. Designed for multiplayer, where other players start on different planets.
Collections of mods with tweaks to make them work together.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Enjoy belt stacking from the start of the game! With the red belts research you can stack to 2 items and blue belts research gives you stack till 4.
Small changes concerning balance, gameplay, or graphics.
Adds a new Greenhouse, as well as gameplay involving wood automation and usage.
Mods introducing new content into the game.
Mods introducing new content into the game.
A power armor equipment which allows players to teleport a short distance. Equipment needs to be fully charged before it can be used. Range stacks with number of equipment used
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Resets spawn to 0,0 for newly created surfaces for player faction
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Rework of the Memory Units mod to make it better fit into the SE gameplay and tech tree.
Mods introducing new content into the game.
An inserter with an integrated nuclear power source that can slowly keep swinging forever
Mods introducing new content into the game.
Ammo that take advantage of the new planets characteristics and material
Mods introducing new content into the game.
# Team Setup UI ## Team Admin-Tool for Factorio 2.0+. Opens an UI via /team-ui. Allows Managing Teams (Forces), Team Relations and Users Lightweight: uses Factorio 2.0+ and base mod.
Small changes concerning balance, gameplay, or graphics.
Adds a lamp that glows with the color of the biome where it is built, and a combinator that outputs the color in component RGB signals
Small changes concerning balance, gameplay, or graphics.
Adds Tiberium ore that spreads - Harvest it, refine it, and convert it to power, weapons, and other ores. By Zillo7 (0.15), SAH4001 (0.16), Oktabyte (0.17), JamesFire and randomflyingtaco (0.17 update and 0.18+)
Mods introducing new content into the game.
Mods introducing new content into the game.
Integrates some of the space age machines into space exploration: stack inserters, foundry, electromagnetic plant, and cryogenic plant. [Disclaimer] You can add it to a game in progress, but it will break recipes using cryonite products in the chemical plant and techs/recipes are moved around for all 3 buildings If you want to keep the previous recipes for the buildings enable the legacy recipe mod setting.
Mods introducing new content into the game.
Start the game with equipment, roboport, armor and other equipment... Comece o jogo com equipamentos, roboport, armadura e outros equipamentos...
Mods introducing new content into the game.
Fork of Quality adapted for Space Exploration. Original mod by Wube Software. SE tweaks by DeadMan.
Large total conversion mods.
Small changes concerning balance, gameplay, or graphics.
Enables electric poles to expand the robot logistic and construction network.
Small changes concerning balance, gameplay, or graphics.