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This mod adds a god version of the modules (without the negative effects) and a ultimate god module. Including a quality one for Factorio v2.0
Mods introducing new content into the game.
Translations for other mods.
Allows pumps to be placed on landfills, making mistakes with landfills less costly, but doesn't make things easier in a way like waterfill.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Addon mod for week 3 of the weekly blueprint challenges, hosted on exfret's discord https://discord.gg/Xx3hepTdsW. Starts on March 29, 2025.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Fully toggleable/customizable suite of tweaks to make Space Age easier to play. Includes options such as allowing robots in space, removing location requirements from Space Age buildings, simplified recipes, cheaper rockets, cheaper space and land foundations, nutrient/science spoilage adjustments, unlock all qualities (with automation), and many more. See the GitHub page for a full list of options. Some options can be reversed to make the game harder.
Small changes concerning balance, gameplay, or graphics.
Sets custom underground belt length based on belt speed. Pipe lengths set to single value.
Small changes concerning balance, gameplay, or graphics.
Dynamically sets inventory filters so you can always find placeable items in your inventory. Ignores things on your quickbar and items that you set filters for manually. Now with 99% fewer limitations and a setting to limit the max filter slots each item can reserve!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Deletes prerequisites for the first planetary technologies. Work with Muluna, Corrundum, Cerys, Moshine and Castra.
Small changes concerning balance, gameplay, or graphics.
Increases the slot count of the deconstruction planner. (configurable)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Tired of firing a ton of artilery shells to reveal the map? This one does this job A LOT better.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Removes the collision box from the player so they can move around freely, while still retaining the armor slot and vulnerability to trains and biters that sandbox lacks. Optionally, also removes collision masks from base cars and tanks.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds transfer chutes which links platforms within the same orbit, links to itself otherwise.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
New recipes allowing you to swap around science pack types on Aquilo. Very useful for infinite techs, but difficult to master!
Mods introducing new content into the game.
Simple mod to break from the monotony of beacons arrays. Beacons now have a 7x7 supply area and 8 module slots, but cannot be stacked.
Small changes concerning balance, gameplay, or graphics.