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Customize the infinite research cost scaling formulas and how they interact with the technology price multiplier.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Unified equipment grids, smarter ore spawning, better integration of mods, and much more. Make rare ores actually rare. Make belt tiers beyond 2 meaningful. Put equipment from any (supported) mod into any (supported) armor or vehicle, or even just allow player equipment in vehicles. Remove barrel logistics entirely. Plus many more things I can't fit in this summary. And every gameplay-altering effect can be toggled in settings.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
You run so fast that you experience time dilation. (AKA poor man's movement speed bonus)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Alien artifacts left by another race appear on the map, from which the energy emanates, will it be possible to adapt them to your base?
Mods introducing new content into the game.
Adds Steam Filter Inserter, Steam Stack Inserter, Steam Stack Filter Inserter, plus, Burner Stack Inserter, Burner Stack Filter Inserter. If Burner Filter Inserter mod is active will update it to Bob's Mod updates for the basic Burner Filter Graphics not properly done. Uses graphics from Bob's Logistics/base game/any other mod that modifies inserter that this extends from. Requires: Factorio, Bob's Logistics mod by Bobingabout Optionally: Burner Filter Inserter by V453000
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Provides signals about unfulfilled logistic requests in a network.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds electric locomotives to the game. (Edited Version by Microhawk. Orginal is from magu5026[https://mods.factorio.com/mod/ElectricTrain]), Also used some models from SE Space Trains : https://mods.factorio.com/mod/se-space-trains
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Collections of mods with tweaks to make them work together.
Adds 2 advanced Nightvisions with extra Research, better Nightvision and smaller Gridsize
Mods introducing new content into the game.
Increase supply area and wire distance of all Vanilla poles and the substation
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Removes the Utility science pack, rocket science pack, and space science pack requirements from Logistics research, allowing access to it earlier in the game. Adapted from Early logistics mod by Jorn86
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.