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Small changes concerning balance, gameplay, or graphics.
Adds early game construction robots to greatly improve the quality of life of base building. Uses the standard Factorio portable roboport mechanics. Inspired by Nanobots. Compatible with Bob's Electronics.
Mods introducing new content into the game.
Совместимая с 2.0 версия мода с общими исследованиями и раздельной логистикой
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Allows storing items and fluids in a limitless shared subspace via Clusterio.
Mods introducing new content into the game.
Even in the lightning-blasted ruins of Fulgora, life can still be found. Revamps Fulgora with a focus on bio-industry and electricity. Cultivate electrophages and corals, charge and ship batteries.
Mods introducing new content into the game.
Hides circuit wires unless hovering over network. Also implements thicker circuit wires as designed by lachlanmcdonald.
Small changes concerning balance, gameplay, or graphics.
Disables Ammo Slot Cycleing for Spidertrons, (un)fortunatly also effects auto targeting.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Removes wires from poles in the selected area. Normal select to remove copper wires from poles, shift-select to remove all wires from everything.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Rework modules sprites (for some reasons) and adds 2 new tiers with new technologies
Mods introducing new content into the game.
This mod makes your construction bots look like floating protogen heads.
Small changes concerning balance, gameplay, or graphics.
Adds a combinator that reads inventories, fuel and equipment grid of locomotives, wagons, cars, furnaces, assemblers, roboports, rocket silos and reactors.
Mods introducing new content into the game.
A quick start mod that allows you start with logistic bots and starting equipment.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
<Experimental mod, early access> A new approach to inserters: they are attached directly to machines, chest and belts: Build more compact! Also Introducing double- and dual -inserters: Use 2 inserters on one tile and fill 2 lanes simultaneously. Full configurable with Smart Inserters mod NOW useable on space plattform.
Mods introducing new content into the game.
Removes the 300% productivity limit on rocket part recipes.
Small changes concerning balance, gameplay, or graphics.
Replaces the standard Alt-Mode by providing more information for more objects. This information is shown only for entities around the player cursor, so the graphics of other objects can be enjoyed without always having an information overlay on top of them.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Allows the player to jump in a recycler. Put quality modules in them and go gamble your life away towards a legendary life!
Mods introducing new content into the game.
This mod adds replicators, machines which can produce items using nothing but electricity. Lower tiers of replicators are the most energy efficient and can essentially transform depleted, empty land into a resource. Higher tier replicators can simplify production lines or otherwise act as a convenience. Tier 1 replicators can replace depleted mining drills, allowing your expansion to be for growth rather than necessity.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.