Search the Mod Portal by entering a search term.
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The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
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Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Find where in your factory items & fluids are made, used or stored. Search assemblers, furnaces, chests & storage tanks for specified item(s).
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod adds a new way to recover sulfur from acidic gas, and coke to carbon dioxide reaction. Rebalancing of hydrazine gas creation was also added.
Small changes concerning balance, gameplay, or graphics.
Requires Bob's functions library mod. This mod is designed as an extension to be used with the full Bob's mods set. This mod adds the following settings, which can be individually enabled: - Force water from ground water: Ground water pumpjacks extract water instead of pure water, regardless of other Bob's settings. This makes normal underground water available on super-dry desert maps. - Water remineralisation: Distilleries and chemical plants are able to convert pure water back...
Large total conversion mods.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Export metrics from your factorio game in influx format. Watch in Grafana.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Removes the restrictions on productivity modules in beacons and allows those modules to affect ALL recipes. Also provides settings to change vanilla beacon stats. All features can be disabled individually - no forced side effects.
Small changes concerning balance, gameplay, or graphics.
Shows you where to put the splitter on the main bus so the output is exactly where you want it.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Generates a graphviz diagram for the selected combinator circuits.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Build a great factory within the tiny space (128x128) given to you. Resources are limited in size, but yields are virtually infinite (except trees). Try to squeeze as much science out of them!
Scenarios, maps, and puzzles.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Fixes bob's alternative science colors to work with omnilib (omnilib specifically overrides it)
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mod Mash Splinter for Electronics, Increases circuit production chain complexity. Adds alternate recipes with a tradeoff and New! AI Circuit alternates.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Increases bonus walking speed on bricks, concrete and other tiles. Also works for mod tiles.
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.
Dig canals to extend or connect bodies of water. - Adds waterfill and swimming - Biters, players, and vehicles are slowed down in water Updated to 1.1.x by Walkman100
Mods introducing new content into the game.
Mod Mash Splinter for Ore Resources and Intermediates, adds ores, fluids and Intermediates used by other splinters
Mods introducing new content into the game.