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Small changes concerning balance, gameplay, or graphics.
Super-lightweight access to hidden creative items in freeplay. Adds an infinity chest to the player's starting items and/or adds a free option to craft them.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Makes it so that rockets can always launch at least a full stack of any item. Can also modify rocket launch cost.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
A quickbar-inspired window that shows all items you can use for building that is currently in your inventory. Designed for use with megamods (Pyanodon's, Bob's, and Angel's for example) that add so many buildings that the quickbar can't handle them all.
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.
Allows players to quickly switch between quick bar pages 1-4 and 5-8.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod lets you autorun, autowalk, automove, whatever we call it. Let your fingers rest, avoid RSI!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Makes crafting instant, but not free. Updated to Factorio 2.0 Space Age.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Introduces a driver assistance system that autonomously follows paved roads, while maintaining a preset cruise speed if desired.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Hides the minimap when hovering over certain entities so that the side-panel doesn't disappear off the edge of the screen.
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.
Turns artillery into machine guns of hell bringing danger. IF you use the new and weaker ammunition. We need to balance it a bit after all ;D
Small changes concerning balance, gameplay, or graphics.
WARNING: This is my first time dealing with mods in Factorio, so I'm deeply sorry if you encounter instability. Please report any errors, or lapses in functionality on this mod's discussion page. Thanks! Automatically builds ghosts which are around the player. This is a 2.0 port of the 'player-auto-build-2' mod which was originally a upgraded version of 'player-auto-build'.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Gives Electrical Furnaces an extra module slot.
Small changes concerning balance, gameplay, or graphics.
Tired of accidentally replacing underground-belts and splitters with transport-belts? Then this small mod is for you. When activated they can't fast-replace each other anymore. For a safer bus building. For Vanilla and for Bob's basic, green and purple belt stuff.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod adds personal Teleaporter to the game. A lot of Thanks to iUltimateLP and his mod SimpleTeleporters for inspiration and for the use of His Code and graphics
Mods introducing new content into the game.