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A methodical overhaul of tradeoffs—tempting power spikes, accumulating cost. Choose chains by their by-products; context-sensitive logistics. [Data integrity: shattered] [Packet cohesion: hallucinatory] [Cognition Anchor: disconnected] ☒ SYSTEM SPEAKS You aren't chosen. You will love your captor and call it progress. ☒ OBSERVATION You are not a player. You are the interface. ☒ FINAL NOTICE You are now property of the Epoch Engine. Welcome to Exotic Industries.
Large total conversion mods.
Reskins the mining drills using IR3 graphical assets, if installed. Requires the manual installation of the Industrial Revolution 3 Asset Packs.
Small changes concerning balance, gameplay, or graphics.
Adds bronze using IR3 graphical assets, if installed. Requires the manual installation of the Industrial Revolution 3 Asset Packs.
Small changes concerning balance, gameplay, or graphics.
Overhauls Factorio with increased difficulty, complex recipes, and intricate research trees. This mod is currently work in progress, feedback is appreciated!
Large total conversion mods.
Heavy industrial foundry powered by liquid fuels. Enables higher production capabilities at the cost of increased environmental impact.
Mods introducing new content into the game.
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.
Reskins the resources using IR3 graphical assets, if installed. Requires the manual installation of the Industrial Revolution 3 Asset Packs.
Small changes concerning balance, gameplay, or graphics.
Removes Vulcanus and Fulgora and turns Nauvis into the main industrial planet. -Use ore processing to obtain rare ores: Holmium, Tungsten and Calcite. -Rebalances many of the recipes of Fulgora and Vulcanus. -Artillery is now gated behind Gleba and artillery shells use carbon fiber. -You now need foundations to build over Nauvis deep water. WARNING: This mod is probably incompatible with many other mods and won't work with saves that don't have this mod enabled from the start.
Large total conversion mods.
Sorts recipes/items/fluids and modifies these icons to make them easier to see and find.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Boron is commercially extracted from sea water and is used in many industries. It is used in glass to make borosilicate glass (aka Pyrex) in QuirkyCat Glass. It is also used to make boron rods to moderate nuclear fission in QuirkyCat Uranium Changes. Also used to make Duranium in Quirkycat Duranium. Optional by-product sludge (if QuirkyCat Sludge installed) which can be reprocessed.
Mods introducing new content into the game.
Deadlock989's classic overhaul IR3 with a unique art-style and age-based progression. This is a command-line script which installs additional code and patches into the original files to make them compatible with Factorio 2.0. Requires manual assembly.
Large total conversion mods.
Several balanced and vanilla friendly recipes using fusion plasma, inspired by current real life usage of plasma in industrial settings.
Mods introducing new content into the game.
Provides useful buildings and items, like the Bio Farm for growing trees. Solar Farm and Large Accumulator to make your electric setup easier. Bio Fuel section to produce organic plastic and batteries. Lots of New Wood Products, like the big electric pole, wooden pipes, dart turret. Plant trees using seedlings. Change terrain from deserts to grasslands using Fertilizer - helps trees grow better. And a lot more… Please visit the homepage on the forums for more information and feedback.
Mods introducing new content into the game.
Mods introducing new content into the game.
Dedicated to the core Factorio spirit: Automation, Logic, and Absolute 'Realism' . As a developer, I am not a designer of "difficulty," but a porter of industrial reality. I believe the complexity of real-world industry provides the most compelling gameplay.
Large total conversion mods.
Loaders designed by Wube's concept artist, Earendel. 2 gameplay styles: Cheap but requires lubricant to run, or expensive but no operating cost. Built-in compatibility with AAI Industries, Space Exploration, Krastorio 2, Pyanodons, and Industrial Revolution 2 and 3.
Mods introducing new content into the game.
When requested by other mods, the Bridge provides ingredients that will get replaced or adjusted if compatible big mods are presented. It's NOT a compatibility of overhaul mods with each other! Instead, it's a utility for developers to integrate their smaller mods with any big modpack. See Home Page for more details. Integrated: Space Age, AAI, SE, K2, IR3, 248k, Py, ExInd, Yuoki, 5Dim, Angel, Bob, BZ, etc.
Mods introducing new content into the game.
(en) A joke mod where an industrial medical officer periodically evaluates you. Ignore it, and the biters may grow stronger. (ja) 定期的に産業医があなたを診断するジョークMod。無視するとバイターが強くなる。
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
The industry part of Advanced Autonomous Industries. Adds burner machines, some new intermediate ingredients, powered offshore pumps, and more. Alters tech and recipes. Other AAI mods are not required.
Mods introducing new content into the game.
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.