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This is a collection of my favorite / never-play-without mods (so... it's a mod pack). Most (but not all) of them are quality of life mods.
Collections of mods with tweaks to make them work together.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
The final answer to the question: I have a gun, why should I walk? - an artillery shell which does almost no damage but uncovers a large area of the map.
Mods introducing new content into the game.
The earth under trafficked areas will wear down, creating natural paths wherever you walk or drive Cars (automobiles and tanks). These paths are temporary and will eventually regenerate. The "decay" of the soil is a function of the speed and weight of your vehicle.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
This mod makes the gameplay slightly easier. You win by placing a belt.
Mods introducing new content into the game.
This mod 2x the basic/advance oil processing from the oil refineries (configurable from 1x to 10x: while in the main menu-> settings-> mod settings). This is not for balance but instead just for a faster game with friends. It greatly reduces the requirement to get more oil patches and makes a new world much faster to start
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod 2x the resources from the smelters (configurable from 1x to 10x: while in the main menu-> settings-> mod settings). This is not for balance but instead just for a faster game with friends. It greatly reduces the requirement to get more mines and makes a new world much faster to start
Small changes concerning balance, gameplay, or graphics.
A fork of the original Al's Science Shuffle with some errors fixed and features added. Mainly compatibility with MSP (the 30 science pack mod) Randomizes science ingredients while keeping complexity and total resources balanced. This is my first time writing lua dont be suprised if it dosent work too well. Edit settings at your own risk. All credit for the actual heavy lifting goes to Al, I just added a few features.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
A mod that fixes the two annoying softlocks that you get from MSP with bobs+angels
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A modified version of the original Circuit Processing to fix configurability for compatibility. A mod for Bob's mods. Reintroduces green to red to blue circuit progression. New circuits result in overall increased resource usage. Reduces module count and types.
Small changes concerning balance, gameplay, or graphics.
Fixes an issue between factorio extended plus and aai.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Fixes infinite tech compatibility issues. Fixes the error Infinite research followed by level x.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod makes heat exchangers produce steam at 959 F (515 C) to make nuclear ratios nicer.
Mods introducing new content into the game.
Simple mod, that enables the user to easily upgrade using the upgrade planner without having to rework underground belts. The chosen length is 8 thereby equal to the length of the Express Underground Belt.
Mods introducing new content into the game.
A2x1 Military Kit - Configuration for Gun Turret Range and Damage, Flamethrower Range and Damage, Electric Laser Turret Range and Damage, Rocket Projectile Damage, Artillery Projectile Damage, Optional Second Damage Type for all Damage Sources, Configurable Modular Turrets Electric Laser Turret Range and Damage
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Quality of Life improvements - Always day, Infinite Zoom, Support for for Lazy Bastard Achievement, Manual Crafting Speed Boost, Running and Mining Speed, Reach Distance, Electric Pole Coverage - Supply Area and Wire distance, Container Inventory Size, Inserter Stack Size and Speed, Lab Research Speed and Productivity, Furnace, Mining Drill, Assembling Machine Crafting Speed and Productivity
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Early Game Robotics and Logistcs - Reduced requirements for Early Game Robotics and Logistcs research Configurable Roboport Energy usage, Construction and Logistics Radius Robots Health, Speed, Battery and Energy usage, Stack and Carry Size Added Player startup Robots, Roboports and other Items
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.