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Adds an infinite world generation preset to Factorio with optional support for Bob's Mods.
Large total conversion mods.
The official Expensive Mode from Factorio 1.1. If Space Age is installed, certain Space Age recipes are made more expensive following the same philosophy as the original game. Expensive crafting means more ore used and pollution generated, so you may wish to adjust map settings accordingly.
Small changes concerning balance, gameplay, or graphics.
This mod enables the spoilage of all science packs - each will spoil to a material they were crafted from.
Scenarios, maps, and puzzles.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Allows inserters and other entities with support for dropping items to restrict their interaction to a specific inventory of their target.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod allows you to select certain areas of your factory for analysis, revealing what your machines are spending their time on. This will help you pin-point bottlenecks in your designs more easily.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
allow pumps to be placed anywhere. support lava in vulcanus, heavy-oil in fulgora, ammoniacal-solution in aquilo
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds loyal prototype spidertrons that follow you around. They can deconstruct nearby orders, build blueprints, and perform upgrades using your inventory. Spiderbots are a basic alternative to early construction mods such as Nanobots and Companion Drones. Deploy / Recall: Alt + S
Mods introducing new content into the game.
Fresh water, anywhere you want. But ACTUALLY anywhere you want.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Automatically build mining outposts. Original by bob809 Patches by erkle64 and Darklaser.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Deliver science packs without the need for sushi belts and/or inserters.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Adds mining drones and depots providing great yet cusomizable balance: - robust drones recipe ingredients instead of pure iron - normal pollution rate - electric energy usage - editable stack sizes - many compatible mods And so much more! Everything is configurable, many supported mods. Locales: 🇬🇧 English 🇩🇪 Deutsch 🇪🇸 Español 🇫🇷 Français 🇹🇷 Türkçe 🇺🇦 Український 🇷🇺 Русский 🇨🇳 中文
Mods introducing new content into the game.
A fusion-based alternative to the biolab that can be placed on any planet. Requires cooling to avoid science meltdown.
Mods introducing new content into the game.
When you need to call down the thunder to deal with those pesky biters, launch a rocket with an ion cannon into orbit and show the bugs who's boss. NEW supports Kux-Radars NEW +3 technologies: Area Fire and Ion Cannon Mk2
Mods introducing new content into the game.
Translations for other mods.