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The earth under trafficked areas will wear down, creating natural paths wherever you walk or drive Cars (automobiles and tanks). These paths are temporary and will eventually regenerate. The "decay" of the soil is a function of the speed and weight of your vehicle.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
This mod 2x the basic/advance oil processing from the oil refineries (configurable from 1x to 10x: while in the main menu-> settings-> mod settings). This is not for balance but instead just for a faster game with friends. It greatly reduces the requirement to get more oil patches and makes a new world much faster to start
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod 2x the resources from the smelters (configurable from 1x to 10x: while in the main menu-> settings-> mod settings). This is not for balance but instead just for a faster game with friends. It greatly reduces the requirement to get more mines and makes a new world much faster to start
Small changes concerning balance, gameplay, or graphics.
A fork of the original Al's Science Shuffle with some errors fixed and features added. Mainly compatibility with MSP (the 30 science pack mod) Randomizes science ingredients while keeping complexity and total resources balanced. This is my first time writing lua dont be suprised if it dosent work too well. Edit settings at your own risk. All credit for the actual heavy lifting goes to Al, I just added a few features.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
A mod that fixes the two annoying softlocks that you get from MSP with bobs+angels
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A modified version of the original Circuit Processing to fix configurability for compatibility. A mod for Bob's mods. Reintroduces green to red to blue circuit progression. New circuits result in overall increased resource usage. Reduces module count and types.
Small changes concerning balance, gameplay, or graphics.
This mod makes heat exchangers produce steam at 959 F (515 C) to make nuclear ratios nicer.
Mods introducing new content into the game.
A2x1 Military Kit - Configuration for Gun Turret Range and Damage, Flamethrower Range and Damage, Electric Laser Turret Range and Damage, Rocket Projectile Damage, Artillery Projectile Damage, Optional Second Damage Type for all Damage Sources, Configurable Modular Turrets Electric Laser Turret Range and Damage
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Quality of Life improvements - Always day, Infinite Zoom, Support for for Lazy Bastard Achievement, Manual Crafting Speed Boost, Running and Mining Speed, Reach Distance, Electric Pole Coverage - Supply Area and Wire distance, Container Inventory Size, Inserter Stack Size and Speed, Lab Research Speed and Productivity, Furnace, Mining Drill, Assembling Machine Crafting Speed and Productivity
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Early Game Robotics and Logistcs - Reduced requirements for Early Game Robotics and Logistcs research Configurable Roboport Energy usage, Construction and Logistics Radius Robots Health, Speed, Battery and Energy usage, Stack and Carry Size Added Player startup Robots, Roboports and other Items
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.
Propel yourself all the way from mining stone with your hands to ripping holes in reality. Darkstar Aims to extend the playtime of the game to well over twice the standard. With extra features like Quarries and Ore Probes for mining in lands with no ores, or launching rockets to mine deep space materials. With roughly 664 currently added features!
Large total conversion mods.
Removes all technologies about dealing with aliens or costing military science packs for alienless runs. Can be applied to an ongoing game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
A mod for Factorio that lets you skip researching. Just start a research and it finishes automatically.
Mods introducing new content into the game.
Enables yield (infinite) mode for all resources, with configurable minimum yield and optional maximum yield.
Small changes concerning balance, gameplay, or graphics.
Allow trains to drive through fire without taking damage. Should work with modded train types.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds a quickbar shortcut for toggling the personal logistics so that the status can be seen without opening the inventory.
Mods introducing new content into the game.
Read a blueprint and generate a set of combinators containing the item signals and counts. This mod does not add any new entities like other solutions, so signals can be generated then shared with anyone or used in any save, even vanilla games.
Mods introducing new content into the game.