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Start underground. The Nauvis surface is hostile and normal surface construction is forbidden; dig out cave space, use shafts, and build your factory below.
Large total conversion mods.
Mods introducing new content into the game.
Large total conversion mods.
Large total conversion mods.
UPDATE! UPDATE! UPDATE! FINALLY! Opinionated compatibility mod to integrate diverse circuit network mods better into Pyanodons.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Allows vanilla landfill to be placed on Vulcanus lava and Fulgora oil ocean.
Small changes concerning balance, gameplay, or graphics.
Periodically writes kill count, evolution factor and power consumption to script-output/server_stats.json for external monitoring (no RCON, so it never touches Steam achievements).
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Local fork of Quezler's Upcycler 1.1.9 with the nil-struct on_tick crash fixed (crash when a quality-upgraded upcycler was being observed). Keeps identical prototype/surface names so existing saves stay compatible.
Small changes concerning balance, gameplay, or graphics.
Add Red Army as new enemy force. Units are painted and dressed in red. It also adds planet Earth, your previous home planet. Did you miss it? But everyone in Earth want to kill you tho.
Mods introducing new content into the game.
Harmonises the many turret mods in a large modpack (5dim, Bob's, Angel's, AAI, standalone turret mods) so they stay useful against strong modded biters. Module A gives every player turret that has NO damage-upgrade research an infinite turret-damage tech, so nothing falls behind lategame (e.g. turrets that use a custom ammo category with no tech). Module B (opt-in) pulls the weakest turrets of each weapon class up to a DPS floor without ever nerfing anything. Runs in data-final-fixes and...
Small changes concerning balance, gameplay, or graphics.
A complete multiplayer kingdom system with private team spawns, territory zones, competitive rankings, shared kingdoms and destructible Kingdom Cores.
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.
Turn gold into an industrial economy. Refine ore, mint coins, restore the Grand Exchange, fund expeditions, socket gems, and power advanced machines with currency.
Mods introducing new content into the game.
Works with any chest. Customizable, plain. More fair market with players than "Black Market". Use cases: Multiplayer trading; bottomless storage; cross-surface transportation; AI trading using extensions; Quantum Resource Distribution ("Global Network") Has much better performance than previous version and "Memory Storage" mod and works with any mod. Less cheaty version: https://mods.factorio.com/mod/free-market
Mods introducing new content into the game.
Explore Nauvis' moon of Muluna, the source of the space science pack, and take your first step into space. Discover new uses for crushers, now enabled on all surfaces. Explore the universe, collect data from the skies, and bring it back to Muluna to generate Exploration science in order to upgrade your space platforms and reach even deeper into space.
Mods introducing new content into the game.
Large total conversion mods.
Shows the maximum power draw that would be required if all machines in the electric network were running simultaneously at full capacity.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A large train foundry building that assembles complete trains from blueprint templates: import a train blueprint, queue it, feed the parts with inserters, and watch the finished train fuel up and drive off onto your rail network on its own.
Mods introducing new content into the game.