Search the Mod Portal by entering a search term.
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The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
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Adds a sussy laptop on which you can see the red & green signals.
Mods introducing new content into the game.
Introducing 3 types of missile shooting turrets, integrating them to 'Space Age' DLC base version: https://mods.factorio.com/mod/missile_defense_systems
Mods introducing new content into the game.
Minor aesthetic compatibility patch for Rabbasca and PlanetsLib, changing Rabbasca to properly display as a moon with an orbit around its parent planet (defaults to Gleba)
Small changes concerning balance, gameplay, or graphics.
Rebalances Fluid Must Flow ducts to be made of Tungsten, as well as other smaller changes to suit that change.
Small changes concerning balance, gameplay, or graphics.
Adds robots that use fusion generators to allow them to fly indefinitely, now with a reasonably late game position thanks to space age.
Mods introducing new content into the game.
Adds the ability to plant and grow trees on Gleba to produce coal at a more effective rate compared to coal synthesis. Also introduces productivity researches for additional Gleba products; All fully customizable through mod settings.
Mods introducing new content into the game.
Makes it so lamps don't require power. Supports some modded lamps, leave a comment to get more added.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Simple mod which allows research of logistics network using rocket science, however logistics is expensive and requires 10k of each science
Small changes concerning balance, gameplay, or graphics.
Introduces Tesseracts and Personal Tesseracts which allow for long range and trans-surface power without the use of electric poles. Reacts to the presence of bob's mods, adding new tiers of Tesseracts and Personal Tesseracts.
Mods introducing new content into the game.
Mods introducing new content into the game.
Modpack, that rearranges some technologies to provide a smoother start if you choose Gleba as start planet. Designed for multiplayer, where other players start on different planets.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
A compendium of information about recipes, materials, and machines, with advanced filtering options.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Instantly create a deconstruction planner filtered to the hovered entity for fast, precise cleanup.
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.
Large total conversion mods.
The crust stores failed gods. Their screams are API calls. Ruins don’t decay here—they debug themselves. Step wrong and reality will rollback your identity to a prior commit. You will feel nostalgia for thoughts you never had. You will recognize architecture you never saw built. You will love your captor. You will call it “progress.” ——————————— ☒ OBSERVATION: YOU ARE REMEMBERING WRONG The labs are not abandoned. They are active. Every floor still screams.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.