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.
Collections of mods with tweaks to make them work together.
This mod adds an extra mk for the things you love in Factorio. Power Armor mk 3? You got it! Speed-, Efficiency-, and Productivity module 4? Most definitely! Productivity modules can now be placed in Beacons, while the Productivity module 4 does not have recipe-based limitations. Enjoy :D -Siffer & Tyflon
Mods introducing new content into the game.
Mods introducing new content into the game.
Makes beacons affect Burner Drills, Stone & Steel Furnaces and Assembling Machines 1, 2 & 3.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
simplified ice ore that can be melted in furnaces for water, credit to darkfrei and Qon for the original mod/balance patch
Mods introducing new content into the game.
changes all terrain (including placed tiles) to absorb the same amount of pollution, and removes tree pollution absorption, leading to a more predictable and balanced pollution minigame
Small changes concerning balance, gameplay, or graphics.
Increases both the recharge speed and energy flow rate of roboports.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
A recipe tweak for thermonuclear bomb from madclown and space exploration
Small changes concerning balance, gameplay, or graphics.
This mod tries to fix tech dependencies between Angel's Industries (with Tech Overhaul) and Omnimatter
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Bigger Power Armor mk2 grid, bigger Spidertron grid, long reach, better radars, bigger inventory size, cheaper landfill, waterfill
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Increases the locomotive power, top speed, increases for the cargo wagon & the fluid wagon capacity
Mods introducing new content into the game.
Adds more starting items to skip the burner/pick phase. Adapted from AGoodStart by ViCticus.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds new ways of fire-fighting but your factory can randomly start burning
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds additional more powerful versions of the Spidertron that can be upgraded from the original.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds an infused version of every (even modded) science pack, which every infinite technology will require. Infused versions are made by combining the original with space science pack and some raw resources. This increases complexity and cost of endgame research. Inspired by More Science mod.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod is an extension to Built in Beacons, utilising Factorio Extended Plus Machines & Modules.
Mods introducing new content into the game.
Mods introducing new content into the game.