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An overhaul of the electric network, engineer an Electric Grid! The overhaul is optional.
Large total conversion mods.
Mods introducing new content into the game.
An overhaul mod that makes everything burner. Does not add or remove items. This is meant to be played with vanilla or added to another mod/overhaul.
Large total conversion mods.
Collections of mods with tweaks to make them work together.
This mod adds high-discharge accumulators for decoupling power networks.
Mods introducing new content into the game.
The Factory Must Grow is a total overhaul mod where you play as a superintelligent AI with one purpose: The Factory Must Grow. Encounter novel mechanics designed to put even veteran players to the test. It's time to consider your {PURPOSE, SELF, POTENTIAL}. NOTE: this mod is in active development, expect breaking changes and some rough edges. As this is a total overhaul mod, compatibility with mods that alter gameplay is not guaranteed.
Large total conversion mods.
Mods introducing new content into the game.
This mod pulls together my favorite changes to Factorio 2.0 with a few fixes and tweaks here and there.
Large total conversion mods.
The spaceship is wrecked, but thankfully the Auxiliary Power Unit is still working and can be used as a tiny infinite power source generator.
Small changes concerning balance, gameplay, or graphics.
Adds power satellites, which can be launched with the rocket silo to generate power and beam it down to receiver stations.
Mods introducing new content into the game.
Start with burner labs, inserters and assemblers, slow belts, and limited access to fuel. Research electricity with a new science pack and better fuel refining methods up to renewable energy.
Mods introducing new content into the game.
Adds a toggleable shortcut to place decorative lamps on copper wire connections between electric poles. in settings configuration of lamp density and power
Mods introducing new content into the game.
Adds distribution effectivity bonus per quality level to Singularity Beacons in Krastorio 2
Small changes concerning balance, gameplay, or graphics.
This mod makes fusion power both more realistic and more useful, by making fuel cells out of the new deuterium and tritium which are simply produced from water. No more of this ammonia-based fusion nonsense!
Small changes concerning balance, gameplay, or graphics.
Adds various game mechanics, a variety of new resources, big machines, and new planet to visit. On the other side of the star lies a mysterious Gaia holding the remains of an alien civilization.
Mods introducing new content into the game.
Fixes technology tree conflicts between ATAN Nuclear Science and Exotic Space Industries (Remembrance). Removes invalid nuclear science requirements, restores correct uranium progression, and ensures that uranium ammo and Kovarex enrichment properly depend on Nuclear Science. Includes full graph cleanup to prevent cyclic tech dependencies.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
With k2 SEI fusion reactor was not worth it. So I made it worth it. Now with settings.
Small changes concerning balance, gameplay, or graphics.
UPS-friendly megabases, Space Age Enhanced, Multiplayer Maps Two modes: Vanilla+ (refined classic) or Space Age+ (easier planetary challenges) Regular PHI-CL VP or SAP server hosted on APERX
Mods introducing new content into the game.
Gives nuclear reactors, heat pipes, heat exchangers, and heating towers infinite temperature capacity and by extension infinite throughput. Modded entities are not changed.
Small changes concerning balance, gameplay, or graphics.
Large total conversion mods.