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Small changes concerning balance, gameplay, or graphics.
This mod adds the 3 tracks from the Funker S Thompson Bandcamp page as in-game music. These tracks were used as background music during the 2016-2017 Yogscast Factorio livestreams, as they were created by the employee who managed the stream. For me, I've watched those streams so many times that it just doesn't feel like Factorio without these tracks, or the Knights of Neon tracks those streams also used.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Adds loaders in the Exotic-Industries optic. Optional compatibility for pretty much every mod that adds belts that I can think of.
Mods introducing new content into the game.
mythic and divine, optional extra Cargo Bay Hatches, new 2.0.60 features!
Mods introducing new content into the game.
Draws the territory of demolishers on the game surface when ALT mode is enabled.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
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.