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.
This mod adds Nuclear Artillery to your arsenal. These nukes also make craters! ( can be disabled in mod settings )
Mods introducing new content into the game.
Forces some waiting to recharge bots to look for new recharge locations when building additional roboports.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Mods introducing new content into the game.
This mod keeps Blueprints away from your Inventory. Youll only be using the Library. Quickbar filters exempt. Originally written by mISSAO, I only updated it to current Factorio version.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Utilizes player mod settings to determine how much fuel or ammo is requested to fill burner type entities or turret type entities, respectively. Tries to utilize the best available option first. To disable an option, set it to 0.
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.
Proof of concept: New buildings have only one hit point; repair to start them
Small changes concerning balance, gameplay, or graphics.
Science isn't glowing fluid in flasks, it's research data stored on punch-cards, CDs, and denser media. Only the graphics of Science packs are changed.
Small changes concerning balance, gameplay, or graphics.
This mod adds buffer version of logistic warehouses. Based on Arch666Angel's warehouse addon.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Large capacitors to allow quick battery equipment recharge for longer journeys.
Mods introducing new content into the game.
This mod adds a liquid which can be used to make the other science packs using glass and a 'modifier'. This is the DyWorld version of Universal Science.
Mods introducing new content into the game.
Custom map preset featuring a 'Rail World Hard' configuration. High density but far apart resources and expensive recipes. Biters won't be a thread at the begining but will expand.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
A blatant hack of Church Organist's hack of Gotlag's original Honk mod which changes the sounds to Deltic horns. Trains honk when stopping. And starting. And on command.
Small changes concerning balance, gameplay, or graphics.
This mod adds quick recharging for personal bots, removing the need to 'mine' your bots to collect and recharge them quickly. It increases the recharge rate of bots from 1MW to 100MW, and charges the personal robotports energy buffer from the 'aether' (it will no longer drain your solar panel/fusion reactor equipment or batteries). This could be considered cheating, as your personal bots recharge for free, however manually mining your bots when they need to charge does the same thing...
Mods introducing new content into the game.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.