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Exactly the same as Black Market 2 but with the deadlock incompatibility listing removed (may still be incompatible -- use at own risk). All credits to mod author here: https://mods.factorio.com/mod/BlackMarket2
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Allows you to remove some of the extra things added by Bob's Logstics
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Original mod by Yehn, tweaked. A minimalist starter kit with a tier 0 power armor, a mini low-output reactor, and the accoutrements you need for robot construction. As simple as 'Install and Play', but includes optional loadout customization for those looking to tailor their experience, such as using solar power instead.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
OnlyTrains was created with the idea of explicitly using trains for transportation. It removes the ability to place belts, underground belts, splitters, pipes, underground pipes, storage tanks, requester chests, buffer chests, and active provider chests. These items are all still craftable for use in recipes. Good Luck!
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
This mod replaces and improve the base game sound effects with over 400+ fresh new ones !
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
override prototype values. implemented values can be found in homepage.txt inside factorio_dir/mods/moDBase_x.x.x.zip
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.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
After transitioning from steam energy to solar/nuclear you are left with multiple steam engins and boilers. Instead of putting them in chest and shooting said chest, both items become usefull as an ingridient for locomotive. To balance things out, steel requirement in recepie is reduced from 30 to 23
Small changes concerning balance, gameplay, or graphics.
All credits go to MFerrari. I just removed Volcano chances. Be prepared for the big monsters from this planet!
Mods introducing new content into the game.
May the colony grow in honor to the mighty Queen and the holy tea! Adds sounds for the speaker so you can play "God save the Queen", to support your colonial conquer!
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
This is a modpack that includes all mods used by Marsh in his "Angel/Bobs Tutorial/Walkthrough" playlist. This mod does nothing on its own. Link: https://www.youtube.com/playlist?list=PL4V6V15x4KIkedb14Zji5VUvMgw2PKd-8
Collections of mods with tweaks to make them work together.
My first mod that adds a simple source of geothermal power to the game. Superheated steam can be extracted from geothermal vents and used to run steam engines or produce water.
Mods introducing new content into the game.
This mod adds wind turbines and compressed versions of solar, wind and accumulators.
Mods introducing new content into the game.