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Gives nuclear reactors, heat pipes, heat exchangers, and heating towers infinite temperature capacity and by extension infinite throughput. Modded entities are not changed.
Small changes concerning balance, gameplay, or graphics.
This mod ports the old FE+ mod to Factorio 2.0+. This mod contains transportation for the engineer (character), like higher tier cars, tanks. But it also includes belts, storage tanks, pipes (for transportation of items/liquids), pumps and inserters. Higher tiers means more storage capacity, higher throughput or fasrer inserter movement but at a higher cost of electricity.
Mods introducing new content into the game.
Deploy Spidertrons, cars, tanks and all other vehicles to the planet below, and ready with ammo, fuel and construction robots.
Mods introducing new content into the game.
Adds an inserter variant that runs on heat instead of standard fuel. Also functions as a heat pipe for thawing adjacent machinery. Recommended for use alongside another mod that provides early heat pipes. Incompatible with the inserter overhaul setting in Bobs Logistics.
Mods introducing new content into the game.
Extends quality scaling to locomotives, wagons, storage tanks, rocket silos, roboports and more.
Mods introducing new content into the game.
This Mod adds a infinity research for inserter capacity bonus. Everything from research scaling and research costs to the capacity bonus of the respective inserters can be adjusted.
Small changes concerning balance, gameplay, or graphics.
Adds the vanilla loaders to the game with customizable recipe difficulty. Supports belts added by Bob's Logistics and Ultimate Belts.
Mods introducing new content into the game.
Alternative recipe with uranium-238 to craft turbo belt on nauvis with special tech
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
A planner tool for automatically color coding pipes based on their contents
Small changes concerning balance, gameplay, or graphics.
Enables the construction of foundations for Vulcanus and Fulgora earlier, only needing resources found on those two planets.
Small changes concerning balance, gameplay, or graphics.
Set the maximum number of objects that can be applied, if the change benefits the object. [[I accept suggestions]]
Mods introducing new content into the game.
Creates a copy of some elements with the values increased by the indicated amount. [[I accept suggestions]]
Mods introducing new content into the game.
Mods introducing new content into the game.
The Krastorio 2 loaders will be able to load & unload through spaceship walls.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Tweaks to Gleba. Spoilage timers of Gleba items are 70% as long. Coal synthesis is unlocked earlier to enable handheld rockets to be crafted earlier, allowing the player to choose harder deathworld settings. For full details, see the mod portal page. Other dependencies are intended to be included, but all are listed as optional for maximum customizability. To get the full experience, enable this mod via the Space Age: Hard Mode modpack.
Small changes concerning balance, gameplay, or graphics.
Difficulty tweaks for Fulgora. If 'V/F/G Cargo Drops Require Research' is installed, lightning rods are locked behind a new technology to incentivize building a small science chain on Fulgora. For full details, see the mod portal page. Other dependencies are intended to be included, but all are listed as optional for maximum customizability. To get the full experience, enable this mod via the Space Age: Hard Mode modpack.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
A mod pack to make space age longer and harder by multiplying things by 10.
Collections of mods with tweaks to make them work together.