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The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
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Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Replaced by https://mods.factorio.com/mod/icon-badges-seablock and https://mods.factorio.com/mod/labeled-storage . Adds text labels to icons. Adds containers with priority labels.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
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.
BeltSwitch brings control over transport belts to YOU! Hover over them and toggle alt mode, to change them into their new circuit CONTROLLED mode! Just give them a 'T' signal, and watch them turn!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Fixes for the IceOre mod so it properly works with IndustrialRevolution3
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
I find the notnotmelon fork of Factorissimo2 to have very expensive recipies for factory buildings. Unlike the original version it also does not have a mod setting to make them cheaper. So, this mod reduces their ingredient cost by a factor of 10 and crafting time by 3. This also affects the space-factorissimo-updated factory buildings.
Small changes concerning balance, gameplay, or graphics.
Information in Informatron Menu for Robot Attrition mod, from the wiki. https://spaceexploration.miraheze.org/wiki/Robot_Attrition
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Adds 5 customizable laser turrets that shoot different color beams. Defaults to Green, Blue, Purple, Yellow, and Dark Purple. Also adds a Disco Turret that shoots rainbow beams that change constantly. Let the biters taste the rainbow!
Small changes concerning balance, gameplay, or graphics.
The game is almost paused (speed 1%) unless there are multiple players connected.
Small changes concerning balance, gameplay, or graphics.
Alien bases do NOT get bigger when more distant from player spawn position.
Mods introducing new content into the game.
Mods introducing new content into the game.
This mod will take damage at regular intervals, please use it in conjunction with a mod that increases the number of recovery items of your choice.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
This mod buffs some imho overcosted recipes, currently makes all vat brains brain cost from 15 to 5, and landfill cost x6 times cheaper, also make some buffs for ammo recipes
Small changes concerning balance, gameplay, or graphics.
Removes the Utility science pack, rocket science pack, and space science pack requirements from Logistics research, allowing access to it earlier in the game. Adapted from Early logistics mod by Jorn86. Forked from HomicidalBarber to fix rocket science pack name
Small changes concerning balance, gameplay, or graphics.
The way modules are created will change. The cost of the module development machine is paid according to the value of the material. Simplification of the production line and equivalent exchange of modules are possible.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.