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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Mods introducing new content into the game.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
Adds fish related content, also there's coolbiters now apparently, adds fishy science and evil science.
Mods introducing new content into the game.
Rescales mining productivity to Space Age progression and puts infinite levels at Promethium Science.
Small changes concerning balance, gameplay, or graphics.
Simply has every currently available non-train vehicle mod on the mod portal as a forced requirement. Glorified shortcut to quickly enable all of these vehicle mods (mainly used for compatibility testing). Excludes King Jo's vehicles for brevity (making another mod for those)
Collections of mods with tweaks to make them work together.
Unlocks all quality levels alongside the first quality module instead of later techs.
Small changes concerning balance, gameplay, or graphics.
A new technology allows handcrafting character clones out of nutrients and bioflux. Alternatively, the player can start the game with several clones. The configurable keybinding CTRL+TAB switches players between each of their characters.
Mods introducing new content into the game.
Completely removes generation and spawning of Snappers, so you can have just the graphics. This is intended to be used with Rampant and is pointless on its own.
Small changes concerning balance, gameplay, or graphics.
Adds crushing productivity research to Crushing Industry and reduces the initial bonus.
Mods introducing new content into the game.
Mods introducing new content into the game.
Trigger rewards are granted immediately for triggers with no dependencies, or granted to the "real" technology that should unlock them, like chemical plants being unlocked by oil processing.
Mods introducing new content into the game.
This is a forked version of the original mod (https://mods.factorio.com/mod/ore-unlimited) by No0Vad: https://mods.factorio.com/user/No0Vad updated to fix ores from the "bobsplates" mod not being changed to unlimited correctly. Adds the Ore Unlimited item which allows you to change the ore fields to unlimited, or back to normal with a random amount between 3500 and 10000 by holding SHIFT instead. IMPORTANT! Be sure to restore the ore fields to normal first if you want to remove this mod!
Mods introducing new content into the game.
Tenebris doesn't lock promethium and science productivity research behind its new science packs.
Small changes concerning balance, gameplay, or graphics.
Makes the four basic ores mostly invisible, and reduces the visibility of uranium. Not recommended for most gameplay.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Adds a configurable option to increase ammo that is loaded by inserters.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.