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A curated collection of good mod planets for Space Age, known to be high quality, work well together, and be reasonably balanced. This modpack condenses information from many players of what to (avoid) downloading. This modpack's incompatibilities are planets that are either WIP, AI slop, incomplete, abandoned, comically unbalanced, don't work, or some combination of the above. This mod has no code. Lignumis is optional because it is partially an overhaul.
Collections of mods with tweaks to make them work together.
Adds the ability to harvest fluid from plants using a new agricultural tower, the fluids are stored into a tank inside the tower
Mods introducing new content into the game.
This mod moves the endgame screen to the Shattered Planet. You have to automate Promethium Science to unlock it.
Small changes concerning balance, gameplay, or graphics.
Mod fixing issue with no creating biters nests in heavy forest. Now trees dont overwrite enemy bases.
Small changes concerning balance, gameplay, or graphics.
Adds structures to dispose of unwanted items and fluids. Now with new graphics and ported to 2.0
Mods introducing new content into the game.
Before cargo can be dropped on Vulcanus, Fulgora and Gleba, new technologies must be researched (except for dropping construction bots.)
Small changes concerning balance, gameplay, or graphics.
Adds new biological materials and intermediates to basic recipes including steel, circuits, concrete and explosives. To do so it brings several space age mechanics to the Nauvis early game including spoilage, recycling, crushing and agriculture. Also makes significant additions to Gleba including napalm and biodiesel.
Mods introducing new content into the game.
A (work in progress) automatic movement tool.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Renames the construction robots to Bob and the logistic robots to Loboty. Based on The4thGoose's Bob-Bot mod. Now with lobotomy tools in thumbnail.
Small changes concerning balance, gameplay, or graphics.
Standalone of my Bob and Loboty mod. Renames only the logistic robots to Loboty. Based on The4thGoose's Bob-Bot mod. Now with lobotomy tools in thumbnail. Check out my other mods as well :D
Small changes concerning balance, gameplay, or graphics.
Configurable Car/Tank inventory sizes + Tank trash slots. Defaults: Car=5, Tank=15+5 trash.
Small changes concerning balance, gameplay, or graphics.
Translations for other mods.
Translations for other mods.
Adds transport drones and transport depots. Update of Klonan's Transport Drones for Factorio 2.0.
Mods introducing new content into the game.
Play as Chef Kawasaki! This mod is in very early deveolopement. Includes: - Idle animation - Early running animation - Death pose - Shadows Does not yet include: - color changing - several animations
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
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.
Multi-language support for the Industrial Revolution series mods. Locales: CS, DE, ES-ES, FR, HU, JA, KO, PL, PT-BR*, RU, UK, ZH-CN, ZH-TW Contribute on Crowdin (link in Mod Info page).
Translations for other mods.