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Sick of the same old boring science recipes, want some variety in your games... give this mod a try. Adds several alternative science packs to the base game, Bobs or AB games. Also adds Research Facilities for generation of science packs from fluids & power, a Particle Accelerator for endgame generation from power alone.
Mods introducing new content into the game.
Zig's Quality of life stuff, all are configurable: Bigger Power Armor mk2 grid, bigger Spidertron grid, long reach, better radars, bigger inventory size, cheaper landfill, waterfill, artillery range setting
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Let's you shift the outputs of fluids on recipes and buildings to make better designs. This involves ALL premutations of ANY recipe and output/input.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
When an enemy unit or worm dies it tries to reincarnate back in to nature, be it a tree, rock, cliff or water. Occasionally the angry biters can burst into a flaming tree.
Mods introducing new content into the game.
Adds a copy of every electric pole, including modded ones, with integrated lamp.
Mods introducing new content into the game.
Repurposed infinity chest instantly destroying anything placed inside as UPS friendly as possible. Can't be used to generate items.
Mods introducing new content into the game.
Generate timelapses of your base to view in browsers! Please read the instructions over at https://git.io/factoriomaps
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Multiplayer mod that creates teams that dedicated to each kind of power source in Factorio.
Large total conversion mods.
This mod stretches out the burner phase and moves electricity to later in the game.
Large total conversion mods.
Improves Pyanodons mods by allowing the use of productivity modules on intermediates that should be able to use them.
Small changes concerning balance, gameplay, or graphics.
Improves the enemies tactics by using potential fields (pheromones) allowing probing of defenses, retreats, reinforcements, counterattacking, breaching, raids, rallying death cry, and player hunting. Uses blockable biter projectiles. Adds new Enemies which can be disabled in mod settings. Difficulty setting in mod options menu.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod replace normal smelting by a new metal melting system. It also add a new refining system for ores.
Large total conversion mods.
Adds free lighting to power poles and optionally turrets as a QOL feature. Intended for map/zoomed out view and streaming/YouTube pre night vision. Blueprint friendly as they are regular power poles.
Small changes concerning balance, gameplay, or graphics.
Adds new Enemies to the game. 5 new biters and 5 new spitters, each with their own unique strengths and weaknesses. If you want a more of a challenge than what Vanilla can offer you... Compatible with Rampant and Bob's. Recommended to use with NE Buildings
Mods introducing new content into the game.
Adds a scrap resource that can be recycled directly into basic components.
Mods introducing new content into the game.