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Tiny-island Expanse gameplay for Multi-Team Support: feed hungry chests, unlock land, race teams, and survive invasions.
Scenarios, maps, and puzzles.
Small changes concerning balance, gameplay, or graphics.
Rewrite of mod 'Flexible Technology Curve'. This mod allows you to modify how cost of infinite technologies is being calculated.
Small changes concerning balance, gameplay, or graphics.
Factorio 2.0 continuation of the classic FARL automated rail-layer. Builds rails, signals, poles, lamps, walls, concrete, landfill bridges, and blueprint-based rail layouts from a rail-laying train, with cargo-based placement, optional Space Age/Elevated Rails prototype recognition, and Forgeworks Core prototype/rail helper support.
Mods introducing new content into the game.
Since K2 divides nuclear fuel production by 10, this module balances and ensures compatibility with other related nuclear fuels and waste.
Small changes concerning balance, gameplay, or graphics.
Adds a suite of personal defense equipment for your armor grid. Weapons automatically engage most vulnerable nearby enemies, reloads from ammunition your inventory, and sleep when combat is over to minimize server load.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
An interstellar progression overhaul that organizes Space Age planet mods into structured systems, discovery chapters, and coherent starmap routes.
Mods introducing new content into the game.
This mod provides better compatibility between Secretas&Frozeta and Krastorio 2 Spaced Out.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Multiplayer and single player trade, market, ledger and currency. Fully functioning economy system for Factorio. Currency selection coming soon.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Disables exclusion zones from Alternative Beacons so all beacon types can be placed freely overlapping. Uses the built-in ab-disable-exclusion-areas flag.
Small changes concerning balance, gameplay, or graphics.
Server-side helpers for the Claude Agentic Player project. Buffers chat, exposes remote interface for character driving, and implements an action-loop for mining (since the engine only ticks mining for player-controlled characters).
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
A fork of treez by idisssnakes (https://mods.factorio.com/mod/treez). Tree-seed placing is blue-print compatible and with robots. Added nitrates for a repair soil mechanics.
Small changes concerning balance, gameplay, or graphics.
GZ-Ore: Extended Resource Controls adds base game, modded and submerged ores to Nauvis or your starting planet when using Any Planet Start. NOT TESTED WITH EVERY PLANET COMPATIBLE WITH APS. Space Age planets tested and working.
Mods introducing new content into the game.
Mods introducing new content into the game.
A GUI manager for Cybersyn 2, allowing visual inspection of various logistics data.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Creates a feature-rich train logistics system controlled by cybernetic combinators and the circuit network. A successor to Project Cybersyn, redesigned for Factorio 2.0.
Mods introducing new content into the game.
Gizmod-family hardmode router. Initial options: buildings require stone-brick-or-better foundation with bootstrap/drill/chest exceptions, radar unlocks at Advanced Combinators, and remote map view is unavailable until radar is unlocked.
Mods introducing new content into the game.