Search the Mod Portal by entering a search term.
To search for specific phrases, surround them with double quotes (").
The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
To further refine your search, use the sidebar on the left. Enable the checkboxes to limit the search results to selected categories and tags or use the ban button to exclude them.
You can reset your filters by clicking the active tab on the top.
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 introducing new content into the game.
Large total conversion mods.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Adds a few keyboard shortcuts for easier inventory and blueprint management
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Proof of concept mod; continuously steams player health out to a file
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Makes smoke from tanks last longer, drains fps/ups if over used, and adds emisions. Configurable
Mods introducing new content into the game.
A pumpjack which extract oil from the depths of the planet, made from the BinbinHfr mod : https://mods.factorio.com/mods/binbinhfr/WaterWell
Mods introducing new content into the game.
Mods introducing new content into the game.
Port to 0.15 of Malcolm Cooks' AdvancedRadar mod. Advanced radar with greater range, speed, and power consumption.
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.
Small changes concerning balance, gameplay, or graphics.
Adds a ressource called 'Solid Waste' that is a byproduct of nearly all crafting recipes.
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.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Gives the player basic items to use robots at the start of the game, and moves the player 50,000 tiles east.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
At the start of the game, the player is moved 50,000 tiles east, and 1,500 tiles around the player are exposed.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Hey kid. Yeah, you. You want a furnace from ten stone bricks instead of five stone? I got some of that over here...
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds a combinator into which a blueprint can be inserted. The combinator then sends the items in the blueprint to the circuit network.
Mods introducing new content into the game.