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A fertilization spray gun has been added, which can increase the yield of fruit trees.
Mods introducing new content into the game.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Science labs light up with the colors of the science packs they're consuming, instead of always blue. A variant of the original Disco Science mod by Daniel Brauer, featuring algorithmic UPS optimizations and Space Age mods support including Biolabs.
Small changes concerning balance, gameplay, or graphics.
GUI with sliders to tweak player bonuses (move speed, reach, craft speed, mining speed), robot bonuses (speed, cargo), game speed (0.1x-100x), and robot energy consumption. 5 saveable profiles. No research needed!
Small changes concerning balance, gameplay, or graphics.
Personal construction robots now prioritize building and deconstructing entities closest to the player. This change makes a player twice as fast at building and deconstructing with the exact same equipment setup. This mod is a complete rework of similar existing mods and offers a massive performance increase. A shortcut is available to toggle the mod, and the maximum construction area can be limited in the settings. Should work with other mods adding new personal roboports.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod adds recipes to the foundry that use molten metals to cast various types of ammunition, bio-explosives to the biochamber and some types to the EM-plant. It also adds few tungsten ammo with a bonus range. Optionally, there are five types of armour plating in three tiers.
Mods introducing new content into the game.
Overhauls the way coal is obtained on Vulcanus. Instead of ore patches, you farm lava-grown carbonuts and rely on coal synthesis
Small changes concerning balance, gameplay, or graphics.
Lube powered machines that push production beyond electrical limits.
Mods introducing new content into the game.
Mod that adds nuclear science pack, expands nuclear tech and changes centrifuge into special building
Small changes concerning balance, gameplay, or graphics.
Adds many alternative recipes mostly based on the foundry, but also for the EM plant. Enables many recipes to be crafted in the foundry and EM plant if fitting
Mods introducing new content into the game.
Arig, a hot planet with vast deserts where only valuable resources can be found underground or in the sand.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
This is a version of Martincitopants' Space Modpack updated to be (hopefully) the same as the most recent video. Let me know if I missed any IMPORTANT note: Install INGAME via the mod manager
Collections of mods with tweaks to make them work together.
Changes are configurable in Mod settings. Restores vanilla ingredient count. Reduces Crushing Industry bonus. So that the Foundry is valuable again. Adds recipes/tweaks for K2SO, BZ-Ores, Molten Plastic, Plasma Industries, AAI Industry and Scrappy Industry
Small changes concerning balance, gameplay, or graphics.
A Factorio 2.0 overhaul with custom ores, heavier processing chains, expanded science and materials, cleaner starter-region worldgen, and deliberate outpost progression.
Large total conversion mods.
Export and import personal logistic request profiles through a copy/paste code.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
The combination of Krastorio 2 and Space Age currently has no valid path to complete the game. This mod adds the necessary recipes to bridge the gap at Space Research Data.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds assembly combinators that allow programming signal logic using a simple assembly-like language
Mods introducing new content into the game.
Adds additional paste settings for the game (shift+right click -> shift+left click), such as merging/combining requests at logistic chests, setting a fixed request multiplier, allow you to modify the 30 seconds vanilla behaviour and allow pasting from assemblers into inserters to set a condition on them. Now with "flying text" so you get a positive feed back
Mods introducing new content into the game.