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.
What if the Demolishers sometimes take a nap inside a rock? What would happen if you mined it?
Small changes concerning balance, gameplay, or graphics.
Automatically supplies space platforms with items required for construction ghosts. Platform foundations have the highest priority and are delivered even if the target hub is full. Non-foundation items are supplied slowly and in a controlled manner. Deliveries are limited to the same space system and use a simulated flight time.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds bricks, rebar, and concrete recipes using sand, stone, water, and iron plates. Compatible with Space Exploration.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Makes trains useable on space platforms, and adds space warehouses.
Mods introducing new content into the game.
Adjusts Vulcanus, Aquilo, and space platform nuke tile destruction to be done over time rather than instantly.
Small changes concerning balance, gameplay, or graphics.
Increasing the length of belts and pipes depending on the quality level.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Simple far-reach mod for Factorio 2.0. Sets reach bonuses per force (faction) and keeps them across saves/reloads. Use /frpf-set to configure your force.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Put more science in your science and test your factory's scalability by making old science packs ingredients of new ones. Gain productivity researches as a reward.
Mods introducing new content into the game.
Mods introducing new content into the game.
A lightweight mod for infrastructure and drone optimization. Removes player collision for pipes/power poles, lightweight all drone techs, doubles walking speed on concrete/drone roads. Compatible with PyCoalProcessing, Bob's Logistics, Asphalt series paving mods. Full null checks to avoid conflicts!
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Add Tech to add passive productivity in modules craft recipe
Mods introducing new content into the game.
Ing: Hardcore overhaul for Factorio 2.0. Replaces science packs with direct material consumption. Includes a 4x4 building for research Es: Hardcore overhaul para Factorio 2.0. Reemplaza packs de ciencia por consumo masivo de materiales directos. Incluye un edificio 4x4 para investigar.
Mods introducing new content into the game.
Adds recipies to convert previous tiers of bots and roboports into the next tier
Small changes concerning balance, gameplay, or graphics.
ColonelWill's tweaks to Promethium science pack crafting and a couple other things.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
A compatibility mod between any other mod and Story Missions. Hides, researches or enables all non-vanilla technologies based on which technologies are already researched or disabled. This supersedes my GasHeatStory mod.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.