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.
Stone/Coal/Iron/Copper/Uranium/Oil deposits are infinite and do not deplete. Mining speed is default, despite displayed yield over 100%. Oil extraction is dependant on richness of an oil field as in vanilla, however it will not drop below whatever yield it is found with.
Mods introducing new content into the game.
Edit these recipe files with a software like Notepad++ and create your own mod with modified recipes. See Mod Portal - YouMod Recipe for tutorial.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod changes the recipes of most entities to make the game easier for beginners. DEPRECATED
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Modification that makes the recipe of science require previous science.
Small changes concerning balance, gameplay, or graphics.
Adds researches to upgrade the mining and crafting speed of your character
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Start with one of three kits to jump start your Factorio experience. The kit can be selected in the mod config settings. Small: A few belts, burner mining drills and plates. Medium: Construction Robots, Personal Roboport, Assembling Machines, Electricity, Car Big: Lots of Belt, Poles, Assembling Machine 2's, Logistic Chest (Request/Provider), Roboports, Logistic + Construction Robots and other stuff. This kit also unlocks all technologies required by the logistics system.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Use Chemical Plants to do All Rocket Parts, using the same resources
Mods introducing new content into the game.
Sometimes you are in multiplayer with players from other countries, and with this mod you can see the names of the items in your language and also in English. Good to search for items on the internet and for seen the code name of the items to make lua commands.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
You can sell and buy items. If you sell and buy everything, the game will be a little unballanced. It's based on Production Score of Vanilla PvP. For more balanced use of money, use only the mod Science to Money.
Mods introducing new content into the game.
Mods introducing new content into the game.
Changes many configurations. Game is more user friendly, but overall more resource intensive. No change log because "Ain't nobody got time for that."
Small changes concerning balance, gameplay, or graphics.
Simplifies modules and beacons so a single Productivity 3 module gets you comparable benefits of a full beacon sandwich without the layout constraints. Overall slightly less powerful than vanilla.
Small changes concerning balance, gameplay, or graphics.
You can make them in Assembling Machine 3 with the same resources. Vanilla Space Science.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Rebalances efficiency modules to be viable at all levels, in assemblers or beacons. Changes make their use cheaper than an equivalent cost solar powerplant.
Small changes concerning balance, gameplay, or graphics.
Adds a fusion reactor that's available earlier, is smaller, but only provides 100 kw compared to a normal fusion reactor's 750kw.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Use Chemical Plants to do All circuits, using the same resources. Build with proportion of item use.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.