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Want your trains to feel like actual real life trains? As in big, slow, and heavy, but still capable of towing unbelievable amounts of weight? This mod is rebalanced from the original in order to allow for very long trains that accelerate like a real train would--that is, slowly. But, you can have 1 engine and like 15 wagons and still get moving at a decent clip given enough time... just like real trains. You get the picture. Intended for long-distance train worlds.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Build your base on a platform that warps from planet to planet and escape bitters before they overwhelm you.
Mods introducing new content into the game.
Agricultural science now requires 40 nutrients to craft in addition to its other ingredients. This makes it slightly trickier to craft them fresh. This was the behavior of agricultural science packs in the Space Age prerelease beta.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Hides technologies until the prerequisites are researched, for a greater sense of discovery. Best with mods you don't know yet!
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Highlight belts, pipes or wires to trace them through your base. Hover over something and press Shift-H.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Captive Biter Spawners produce eggs that match their quality, each produced at the same rate.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Increases the power usage of all electric entities (but not roboports because of a error with another mod that i use) by 150× to make the game harder.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds tiers of spidertrons, increasing the equipment grid and other stats with extremely high research costs.
Mods introducing new content into the game.
Makes artillery require both battlefield and metallurgical science packs, also artillery shells need nickel in stead of tungsten
Mods introducing new content into the game.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
When you enter the territory of a demolisher, you'll see which direction the owner is in.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Hover over any core miner (or look in the universe explorer) to get the fragments per second for that surface.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Make copper wires 80% transparent, 50% transparent or invisible. Red and Green wire can be Blue and Yellow, 50% transparent or invisible too. Updated for Factorio 2.0, Original by DellAquila and kuxynator.
Small changes concerning balance, gameplay, or graphics.