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There's a lot of caching on this page. It can take several hours for new mods and updates to show up in search results.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
For both new players and veterans! Improves Science pack recipes to follow a traditional progression curve. Silky-smooth transition through oil. Purple science is harder than just dropping Artifacts in a blender. End-game research is more involved, requiring specialized new types of Advanced science. Overall materials cost of research is kept similar to vanilla. Rocket silo can now be achieved without any fighting. Each feature can be tweaked in config.lua.
Small changes concerning balance, gameplay, or graphics.
When you die, the mod guesstimates what caused your death and messages other players to ensure they know how much of a failure you are.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Mod that modifies resource spawning to strongly encourage outposts connected via trains
Mods introducing new content into the game.
Improves the rocket launcher and its rockets. More range, more damage, faster projectiles, basic rocket is explosive, explosive rocket replaced with cluster rocket.
Mods introducing new content into the game.
Creates a Tomb Stone with all your stuff in it when you die Tomb Stones can't be used as massave chests and need to be mined to get items back, which then leaves a little memorial stone, they can also be damaged and destroyed Graphic stolen from Hazzard's Gravestones, because I prefer Hazzards graphic to all the other death save MODs, but it isn't working on my copy of Factorio
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Gives new use to alien artifacts as ore enrichment, growth, and dissolvent.
Mods introducing new content into the game.
Adds far-flung outposts to encourage exploration, expansion, and networking on a large scale.
Large total conversion mods.
Decreases storage capacity of many containers and adds some new options.
Mods introducing new content into the game.
Mods introducing new content into the game.
Transforms many overlooked details. You can enable or disable the following options in config.lua: Modular Armor doesn't need Processing Units; Plastic is made from Light Oil; energy from all fuel is lowered; alien evolution over time is 10x slower, but pollution is increased 5x; biters won't eat your railroads and train stops; all floors can be placed up to water's edge; ammo recipes need coal as accelerant; make Roboport doors quieter; disable picking up Robots while they're flying.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
More realistic steam engines. In reality they don't consume water (it gets re-used) and this mod tries to approximate this behaviour by using 1/100th the amount of water.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Construction robots will repair cars and tanks from the inside. You need to put both repair tools and construction robots in the trunk.
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.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.