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Standard SeaBlock by Trainwreck with patches to include Earendel's Space Exploration mods
Collections of mods with tweaks to make them work together.
This is a collection of mod packs carefully curated to expand the base game by adding variety but without messing with the original game balance. My goal is to keep the vanilla feel and balance while adding greater variety, if it feels like it coul dbe part of the base game then its likely it will be included here. No mods are original, this is just a pack.
Collections of mods with tweaks to make them work together.
Teleports trains through tunnels between clusterio instances. Warning: work in progress alpha.
Mods introducing new content into the game.
This is a small mod that adds electric cars and tanks (thats needs batteries) and a charging station. Vanilla and Bob's batteries have now a fuel value, if these are depleted you can recharge them at a charging station.
Mods introducing new content into the game.
Adds meteorites! They are falling from the sky! This meteorites can be used for ore generation (iron, copper, uran, thorium) or as fuel.
Mods introducing new content into the game.
This is a simple modification that adds up to two by-products to the intermediate products: scrap metal with a probability of 10% for one or 5% for two scrap metal types. This scrap metal can be collected and later processed in a recycler and then smelted into plates again. It's very simple, but it adds a small layer of complexity to your transport-belt layout. In the early game you can easily solve this with splitters or filter-inserters. Later in high-production areas, you have a...
Mods introducing new content into the game.
This mod is inspired by "Nuclear Power" by Fatmice and "Uranium Power" by Simdezimon. And, like the both, does this mod expand the production of nuclear fuel cells and the reprocessing of spent fuel cells. With this mod, the start into the atomic age is a bit harder than in the vanilla Factorio and you will need the logic cabling for this mod because you have to control pumps so that your enrichment process can work efficiently. (Without a logic control this process will come to a standstill.)
Mods introducing new content into the game.
This mod revisits the early game of Factorio and pushes the electrification a bit further back by extending the Burner-Stage and inserting a new stage: Steam-Stage (buildings will be powered by steam). The production lines of this mod focus on fuel production, but it also comes with a few new intermediates and a new science package. It does not change the standard Techtree too much, the majority of the related tech for this mod comes before the vanilla techtree even begins. The vanilla...
Mods introducing new content into the game.
First of all: this is a resource and code library for my other mods. It self comes with extended functions for inserter: 1) make it possible that a inserter can handle the 'burnt result inventory' on all machines. 2) burner inserters can leech fuel from pickup and drop target. 3) burner inserters are capable to chain fuel through all burner type machines.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Enables merging of multiple chests into one entity. Supports merging of arbitrary number of chests (configurable in mod settings).
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Everyone's favorite item 'Pipe to ground' has had it's recipe nerfed, it now costs 1000 space science packs
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Puts SpaceX items in their own tab where they belong (Updated for 0.18 - All credit goes to original mod author Ober3550)
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
LED arithmetic combinator with LED lamp and arithmitic combinator
Mods introducing new content into the game.
Automatically requests low-fuel trains, easy to set up and highly customizable.
Mods introducing new content into the game.
The world has been destroyed, enraged by nuclear war. The few survivors have to keep it up and rebuild it. Author: Yuri Andriaccio (https://mods.factorio.com/user/Yurand) This version updated by ZwerOxotnik (don't expect much now)
Large total conversion mods.
Large total conversion mods.
Makes oil processing more complex and important in the game. Makes light oil and heavy oil more useful. Adds new materials and 40+ new fluids. Adds new resources such as nickel, aluminum, chromium and shale. Requires Enchanted Electronics and Enchanted Nuclear.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
A mod that adds a selection tool to Hazard Lights to you can add and remove lights from any buildings you want
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.