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Mods introducing new content into the game.
Add protoss as new enemy force. It features a new planet Aiur with new resources and new offensive mechanics. They can optionally spawn on Fulgora.
Mods introducing new content into the game.
Add zerg as new enemy force. It features Char as a new planet with new resources and new offensive mechanics. They can optionally spawn on "lore accurate" lava Vulcanus.
Mods introducing new content into the game.
Add Red Army as new enemy force. Units are painted and dressed in red. It also adds planet Earth, your previous home planet. Did you miss it? But everyone in Earth want to kill you tho.
Mods introducing new content into the game.
Adds three more biter and spiter tiers: Gargantuan, Colossal, and Leviathan. They begin spawning at 93%, 95%, and 97% evolution.
Mods introducing new content into the game.
Most values are multiplied by 10x, some are not to preserve the little balance that still exists.
Large total conversion mods.
Same mod as “Rampant, Fixed” but without the feature that enemies leave landfill behind after death.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Obtain resources by mining corpses of your enemies Biters ate all resources on Nauvis. Pentapods just couldn't get enough of that stone on Gleba. Demolishers metabolized all of Vulcanus patches. TAKE THEM BACK!
Mods introducing new content into the game.
A glowing enigmatic life form was found to inhabit alien forests at night. Based on the original mod by Betep3akata.
Mods introducing new content into the game.
Hides military technologies and items that aren't useful when playing without enemies.
Small changes concerning balance, gameplay, or graphics.
Shields prevent slow effect from projectiles and pools created by spitters and worms.
Small changes concerning balance, gameplay, or graphics.
Brings Gleba's terrifying pentapod enemies to Nauvis! Pentapod colonies spawn naturally and respond to pollution just like biter nests. Watch out for Stompers, Strafers, and Wrigglers attacking your factory!
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
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.
Large total conversion mods.
This mod pulls together my favorite changes to Factorio 2.0 with a few fixes and tweaks here and there.
Large total conversion mods.
TREES ARE THE NEW ENEMY no 1! Enable mod to disable the spawning of enemy bases and trees on NEWLY GENERATED chunks. Disable mod to restore previous behavior. This way you can go mega without having to use lua commands (=losing achievements) or restart the game and can actually kill all enemies. WARNING: Usually the game generates a few more chunks than what the player sees and enemies may already have been generated and exist on chunks not yet discovered by the player and may expand.
Small changes concerning balance, gameplay, or graphics.
Adds specialized biter nests to each resource patch in the game. In order to harvest the resources the nest must be wiped out. Each resource type has different attacks, damage, and resistances that require different approaches to each fight.
Mods introducing new content into the game.
Tweaks the spawnrates for the late-game biter tiers, resulting in 100% behemoths when evolution reaches 0.95.
Small changes concerning balance, gameplay, or graphics.