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Place your newly made and expensive overgrowth soil anywhere! Optional setting for Artifical type override.
Mods introducing new content into the game.
This is a simple mod that add way to generate specific landfill for Fulgora as well as for Vulcanus, plus, add extra cliff explosive specific for Nauvis and Fulgora.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod will stop inserters chasing items on a belt (setting was added in 0.18.11), Rseding once said searching the belts is UPS expensive (https://forums.factorio.com/viewtopic.php?p=370464#p370464)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Reverts research requirements for cliff explosives to 1.1 so they can be researched without leaving Nauvis
Small changes concerning balance, gameplay, or graphics.
This mod adds a nest of explosive aliens and worms! These aliens will explode on death (area damage) and spread fire. Fire spitters are also deadly burning everything! And if you see their Mother, run, run for you life! Say goodbye to your walls! Good luck! Note:Autoplace configured for hot areas found in alien-biomes mod.
Mods introducing new content into the game.
A crude, low-power source of electricity. Not Space Age exclusive, but designed with Aquilo in mind.
Mods introducing new content into the game.
Fork ModMash Splinter, Explosive Mining Removed resource extraction, changed recipe and explosion animation, added research
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Makes nuclear power plants explode like an atomic bomb when they reach 1000 degrees. For some added spice.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
You are a few researches away from being able to safely extract the Boompuff gas without it exploding in your face! Use the gas in flamethrowers, or explosives production
Mods introducing new content into the game.
Return cliff explosives and artillery turrets back to nauvis! And add something else to make Vulcanus worth it, while I'm at it.
Mods introducing new content into the game.
Adds two new advanced substations to the game. - Longer hook up rage - Bigger coverage - More expensive - Adds Electric Energy Distribution 3 research * Advanced Substation * Experimental Nucleonic Substation (Volatile) The Experimental Nucleonic Substation can be used with Roboports Uses Quantum, temporal and rubber band science to allow the electricity to flow to such a large area. The rubber bands are to keep the wire tight. USE AT YOUR OWN RISK!
Mods introducing new content into the game.
Various additions and changes about modules that may improve gameplay. Options including allow using productivity and quality modules with beacons, efficiency modules buff, enable multicomponent modules, etc. Multicomponent modules are expensive but powerful. Each of them offers the combined effects of multiple constituent modules, while still using only one single slot. (Locale: English, Deutsch, 正體中文, Português Brasileiro)
Mods introducing new content into the game.
I tend to shriek when I remember how expensive underground belts are. This mod shall end my lament
Small changes concerning balance, gameplay, or graphics.
Adds various robots and roboports with Exotic Industries aesthetics and functionality. Makes the bots themselves more expensive both in recipe and energy cost, while significantly increasing their capability
Mods introducing new content into the game.
Grenade launcher with various ammunition types and available as hand weapon, turret, spidertron, tank and armor equipment. Some of all ammunition: Frag, Armor-piercing, Cluster, Acidic, Plasma, Thermobaric, Incendiary, High-Explosive, Plutonium etc.
Mods introducing new content into the game.
“Perpetual machines” are hypothetical machines that can operate without external energy sources (e.g., fuel and power). This mod allows you to create equivalent perpetual machines at a cost, by installing an expensive but infinite energy source on burner machines. (Locale: English, Deutsch, 正體中文, Português Brasileiro, Русский)
Mods introducing new content into the game.
Player will spawn as Spidertron every time. Spidertron's death is explosive. Based on PyroFire's Cartorio.
Scenarios, maps, and puzzles.
With this mod, mining buildings will return the items required to craft it instead of the actual entity being mined. Works with expensive/normal mode, and (probably) all mods.
Large total conversion mods.
Mods introducing new content into the game.