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It's Back! An attempt to recover most Picker Extended functionality. Includes Planner Menu, Planner Zapper, Held Item Count, Belt Reverser, Auto Ghost Reviver, Auto Inventory Sort, Player Searchlight, Quality Item Scrolling, and more!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Automatically removes spoiled science from labs and sends it to a designated logistic chest.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
The solution for all who don't like the idea of infinite circuit wires. Make them actual items that do not appear out of nowhere! This mod was created back in the days when circuit wires had to be crafted from resources, but disappeared when rewiring.
Small changes concerning balance, gameplay, or graphics.
Adds the cryogenic plant into space exploration.
Mods introducing new content into the game.
Mods introducing new content into the game.
Configurable evolution thresholds for Armoured, Cold and Explosive biters (when present). Spawner evolution is adjusted in data stage; a lightweight runtime filter prevents small special biters from appearing before the configured evolution threshold.
Small changes concerning balance, gameplay, or graphics.
A quality of life mod that provides settings, tools and automation to assist the engineer in placing tiles to achieve a multi-layered tile appearance. Support added for AAI Industry, Dectorio, Space platform for ground, Electric Tiles, and Even Pickier Dollies.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Simplifies sulfur and nitinol production and adds new ATF buying recipes for Bob's Mods and Factorissimo items.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Restores pre-2.0 rocket part resource requirements by adding back the circuits removed with rocket control units.
Small changes concerning balance, gameplay, or graphics.
Original (non fork) mod at: https://mods.factorio.com/mod/botsbotsbots. Forked and updated version of https://mods.factorio.com/mod/botsbotsbotsfork. Logistic robots are available from the start. Adds a new tier of steam-powered robots for the early game, and several new tiers for later.
Mods introducing new content into the game.
Mods introducing new content into the game.
Applies a flat +50% productivity bonus to the Advanced Chemical Plant from the 'Advanced Chemical Plant' mod.
Small changes concerning balance, gameplay, or graphics.
Adds a new green circuit recipe to allow compatibility between Moshine and AAI Industries due to a lack of stone on Moshine.
Small changes concerning balance, gameplay, or graphics.
Translations for other mods.
Add Red Army as new enemy force. Units are painted and dressed in red. It also adds planet Earth, your previous home planet. Did you miss it? But everyone in Earth want to kill you tho.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a startup setting to multiply the crafting speed of the stone furnace.
Small changes concerning balance, gameplay, or graphics.