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Extend programmable speaker sounds with ai voice to voice clips i use on twitch. Watch Maholic at https://www.twitch.tv/maholic or https://youtube.com/maholic
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Armor which has been unequipped still charges. Modded solar panels and fusion generators should be fully supported, as well as any equipment that stores energy. Burner generator equipment is not currently supported.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Replaces the held version of the copper/red/green wires with the realistic wire graphic instead of the icon. The shortcut icons retains their graphics.
Small changes concerning balance, gameplay, or graphics.
This mod should multiply the pollution output of all buildings by a fixed value set in mod settings. Default is 2.
Small changes concerning balance, gameplay, or graphics.
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.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Replaces assembling machine sfx with the home depot theme
Small changes concerning balance, gameplay, or graphics.
Removes inserter arm and held-item animations for cleaner visuals and improved FPS/UPS in megabases.
Small changes concerning balance, gameplay, or graphics.
This mod modifies recipes and game mechanics in such a way, that game remains challenging even after leaving nauvis. You can't just escape from nauvis and from the active threat that biters pose. Nauvis remains very cruicial for planetary exploration and other planets serve mostly as science-producing hubs and not permament bases. This mod aims mostly at bases of production chains (lava,plant,asteroid recipes), as that was the simplest target to make all items similarly affected by...
Small changes concerning balance, gameplay, or graphics.
My orginal idea was to disable weapons that are not physical/explosive... Then I added settings to tweak what weapons you want to block. Use default settings for ultimate brute force challenge! Or adjust what weapons you want to ban/keep in your game. Todo list: -tesla turret support... But they depend on destroyer capsules and that's mess. I had no time for that now. -add all weapon systems... Maybe if I will have a lot of time...
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.
Mods introducing new content into the game.
Powerful module that uses the spoilage mechanic to such that it needs to be recharged. Only works in a furnace or beacon.
Mods introducing new content into the game.
This mod adds a sidegrade to the Biolab - meant to be used on Vulcanus. This mod can be used without Space Age. You make a new fuel type with Metallurgic Science packs, which can be used to power the new laboratory
Mods introducing new content into the game.
This mod changes the normal prices of recipes and technologies to cheaper ones, allowing for a much faster gameplayer and expansion. Designed for a quick factorio gaming session.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
The lost technologies of the Fulgorians hide many secrets. Including how to get the most out of the available reserves located right under your feet. Discover advanced mining technologies and provide your factory with everything it needs. Factory Must Grow! This mod adds a new mining drill much better than vanilla ones
Mods introducing new content into the game.