Search the Mod Portal by entering a search term.
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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.
2.0 Update is a bit unfinished but new updates soon. Add plants and biotechnical processes to allow you to play pyanodons mods without exploiting virtual animals.
Mods introducing new content into the game.
additional/alternate power generation, MF, agriculture in a different way
Large total conversion mods.
Adds map alerts for players when a gun turret, vehicle or artillery is either out of ammo or has low ammo.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
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.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Makes vehicles act like RTS units. Control them using a remote control handset, or program them with circuit conditions and zones. Can be used for base enemy base assault, patrols, friendly base navigation, vehicle-based mining, and more advanced applications. Works with vanilla and modded vehicles. Visit the mod portal page for a full feature list or the forums for tutorials.
Mods introducing new content into the game.
Revive ghosts, upgrade, repair, and deconstruct with a simple mouse-over. Respects reach distance and mining speed. Similar to GhostPlacerExpress and MouseOverDeconstruct.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A starter kit with a simple modular armor with a simple fission reactor, simple exoskeleton, night vision, roboport and 10 tech construction robots (no energy consumption).
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Extends the Factorio map editor with new features, testing tools, and quality of life changes. Also adds a separate editor lab that can be used to design blueprints separately from your main factory. Inspired by Creative Mode.
Mods introducing new content into the game.
Mods introducing new content into the game.
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.
This sets raw wood stack to 1k from vanilla's 100 to allow easier clearing of forests using bots.
Small changes concerning balance, gameplay, or graphics.
Adds scanning and control structures based on other mods installed. Includes a Tile Scanner by default that can the contents of tiles. Can scan and place Zones with AAI Zones mod. Can scan and control vehicles and their data with AAI Programmable Vehicles mod.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Multi-language support for AAI mods. Locales included: Catalan (partial), Chinese Traditional (partial), Czech, French (partial), German (partial), Japanese (partial), Russian, Turkish (partial), Ukrainian. Contribute on Crowdin (link in mod info page).
Translations for other mods.
Personal tweaks I wish to use on servers I run to get other mods to behave in different ways
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.