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Modernized version of VortiK's Armor Plating. Adds armor plating equipment to increase vehicle hitpoints and improve survivability. Updated for Factorio 2.0 with Quality support.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A fork of Train Construction Site, updated and ported for Factorio 2.1
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Adds electric-powered boiler and heating tower with multiple temperature modes. Note: Heat producers only, not for electricity generation.
Mods introducing new content into the game.
Lightweight enemy tuning for vanilla biters, spitters, and worms. Allows enabling/disabling each enemy family and adjusting their HP and speed using global and per-size multipliers. Space Age enemies are not modified, but full compatibility is maintained.
Small changes concerning balance, gameplay, or graphics.
Adds 7 segment digits, for displaying values from a connected circuit network. Orignal Code taken from the Nixie Tube mod by justarandomgeek and GopherAtl. Mod is provided as it is. If there are any bugs, feel free let me know.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
For strange people like me who really love quality spaghetti
Mods introducing new content into the game.
Translations for other mods.
PA&R Mod: Adds: 10 New Power Armour, 10 New Batteries, 10 New Reactors, 10 New Shields, 10 New Lasers, 10 New Roboports, 5 New Exoskeletons, 2 New NVG's, 2 New Belt-immunity
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Automatic quality upgrades through your construction network — always substituting the best available, always stepping up as supply improves.
Mods introducing new content into the game.
Toggle landfill, foundation, cliff explosives and elevated rail auto-placement on/off. Prevents accidental shift+click terrain filling in blueprints and the rail planner. Recipes remain craftable regardless of toggle state.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Scales the powerful bonuses introduced in Space Age: base productivity (Foundry, Electromagnetic plant, etc.), resource drain (Big mining drill), and science pack drain (Biolab). Each bonus has its own configurable multiplier. Compatible with any mod that adds similar bonuses.
Small changes concerning balance, gameplay, or graphics.
Configurable Car/Tank inventory sizes + Tank trash slots. Defaults: Car=5, Tank=15+5 trash.
Small changes concerning balance, gameplay, or graphics.
Adds 1 steel to all recipes that produce rocket fuel, reflecting the steel in the icon!
Small changes concerning balance, gameplay, or graphics.
Control the spoiling rate of agriculture science packs. Default is 25% of vanilla spoiling rate, configurable from 1% to 1000%.
Mods introducing new content into the game.
Crude oil is too thick to flow through regular pipes. Requires special thick fluid infrastructure with limited range, forcing early-game oil transportation via barrels. Features new pumps, pipes, and a specialized barreling machine.
Mods introducing new content into the game.
Add protoss as new enemy force. It features a new planet Aiur with new resources and new offensive mechanics. They can optionally spawn on Fulgora.
Mods introducing new content into the game.
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.