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.
Speed across land and water in your own personal hovercraft, but watch out for trees! Now with Missiles!
Mods introducing new content into the game.
Dig canals to extend or connect bodies of water. - Adds waterfill and swimming - Biters, players, and vehicles are slowed down in water
Small changes concerning balance, gameplay, or graphics.
A wide collection of weapon, armor and equipment balance changes oriented towards PvP and (to a lesser extent) PvE.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
0.16 removed UI access to the toggles for item grouping and subgrouping in selection displays. This adds the options back as per-player mod settings with hotkeys to toggle them.
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.
Biters drop Meat. Meat is fuel. Blood is steam. Bones are bullets.
Mods introducing new content into the game.
Updates Vanilla & AngelBob locale to have consistent capitalization and naming conventions
Small changes concerning balance, gameplay, or graphics.
Belt speeds are a 2^N progression being 1,2,4,8. Belt costs adjusted.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A mod that makes you start with more items to accelerate the beginning of the game. When the game starts the player can choose the kit with which he wishes to start (default-small-medium-large)
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Modify some base aspects or missing things from the game for a more balanced experience. For example: Tree Burning disappears, Robots are no more minable, DigWater allow you to create some water area, add loots to the bitters, ...
Small changes concerning balance, gameplay, or graphics.
In-game text to speech; preview, global chat and speaker blueprint generation modes.
Small changes concerning balance, gameplay, or graphics.
Provides alternative methods of Plastic and Battery production based on methane instead of oil. Methane can be created from water and carbon dioxide.
Mods introducing new content into the game.
Mirrors/Flips a blueprint in hand. Input/output priorities fixed
Mods introducing new content into the game.
Adds illicit drug manufacture: Bozuco and cocaine production on a grand scale is possible with the lastest Factorio DrugLab equipment. More information: http://www.resourceaddiction.com/factorio-druglab/
Large total conversion mods.
Mods introducing new content into the game.
Increases ore and oil consumption by a given factor to balance multiplayer games. Simply set the factor to your player count.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Adds data science elements to blue, purple and yellow science packs, requiring collection, cleansing and analysis of production data across the entire base.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.