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.
This mod allows player and biters to walk on water, and or biter bases to spawn on water too. Settings are available to enable/disable players, biters and bases being able to walk on water. Combo with Water Belts mod to place some entities on water too.
Small changes concerning balance, gameplay, or graphics.
Quick Train Schedule is a mod designed to make creating custom train schedules in Factorio easier and faster.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Allow to disable logistics and connection area for all structures which have drones area with shortcut
Mods introducing new content into the game.
Use your power network to power your equipment grid. Now (hopefully) fixed for Jetpack!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Patches certain materials when Krastorio 2 and Space Exploration are enabled. Likely irrelevant as of SE 0.6.121's fuel rebalance changes! Only add if you know what you are doing.
Small changes concerning balance, gameplay, or graphics.
the space exp portion is for 6.0 and above WARNING! compressed fluids/high-pressure fluids mod DOES NOT WORK with this mod because I have my own compression ratios. You can change them in the settings but I strongly recommend that you don't due to messing up balancing. This mod decreases the total number of assembly machines needed in megabases by creating x10, x100, x500, and x1000 variants of most of the recipes. This mod is still under work with more mod integration and other things to come.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Start with Modular Armor, a personal roboport, 10 construction robots, more ammo, a Submachine gun, a portable fusion reactor, two batteries, & 3 energy shields.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Similar to other quickstart mods but uses Pyanodon construction robots. Includes plates, miners, personal roboport, pynobots. Based on quick-start by Pasukaru.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Makes Circuit Wires with Pyanodon Petroleum Handling only require Tinned Cable
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Some tools for multiplayer Factorio SE where each player may start on their own planet. You can also choose to partially share technology and remove biters on homeworlds.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Collections of mods with tweaks to make them work together.
Collections of mods with tweaks to make them work together.
Collections of mods with tweaks to make them work together.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Collections of mods with tweaks to make them work together.
Collections of mods with tweaks to make them work together.