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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Small changes concerning balance, gameplay, or graphics.
Improves the plasma connectors of the fusion generator to allow compact and simplified designs.
Small changes concerning balance, gameplay, or graphics.
Adds new circuit network signals to miners and resource extractors (like pumpjacks) to enable advanced circuit network logic and monitoring.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Gleba's crops can be grown in Nauvis, Vulcanus and Fulgora with little work
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Allows The Memory Unit mod back into the game in Space Exploration Earlier than SE intended, but as soon as originally planned.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Progressively increases difficulty by increasing science cost each time a technology is unlocked. Multiple settings to control which technologies affect the cost curve by how much. Allows science multipliers exceeding 1000x.
Small changes concerning balance, gameplay, or graphics.
Adds a few Aquillo-specific chemistry recipes, for those wishing to develop industry there.
Mods introducing new content into the game.
Slight tweaks and mostly compatibility for a few planet mods. Check mod description for list.
Small changes concerning balance, gameplay, or graphics.
Fork of the Everything on Nauvis mod that enables lightning rods. Enables you to install other modded planets that spawn lightning.
Mods introducing new content into the game.
Greatly extend the end game requiring multiple launches, massively increased science and item production. Requires a few hundred launches with a variety of new components. The goal is to build a vessel capable of getting you off the planet and home safely.
Mods introducing new content into the game.
The First mod ive ever made - I want better repair packs, but every mod i find is either too hard for the benefit, or just overpowered, Well heres a balanced version! I mean balanced, as in you cant have like 1000 repair speed lolz
Small changes concerning balance, gameplay, or graphics.
In bobelectronics 2.0, the recipe of electronic circuits changed to require wooden boards instead of basic circuit boards. This mod reverts it to the old (classic) recipe.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
A template mod for Factorio mod developers to download and clone when starting a new project.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
NOT SPACE AGE COMPATIBLE. This mod is for base Factorio 2.0, or for overhaul mods that are incompatible with Space Age. Adds 4 tiers of belts, splitters, and underground belts. Compatible with most loaders mods.
Mods introducing new content into the game.
Change the color of the player depending on a circuit condition. By Using the red, green and blue wire signals you can change the color of your Engineer by selecting the output of a combinator. The output signal will be interpreted as a 8-bit RGB value and control the Engineers color which is updated every few game ticks.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.