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Mods introducing new content into the game.
Allows you to configure how many rockets fit underground. Should now support mod silos. Fork of Quezler's mod: https://mods.factorio.com/mod/rocket-silos-can-buffer-more-rockets
Small changes concerning balance, gameplay, or graphics.
Speeds up rocket silo animation by 8X (mod default, can be change in starup options). Should now support mod silos. Fork of Grandpa_Pit's mod. https://mods.factorio.com/mod/faster-rocket-silo-animation
Small changes concerning balance, gameplay, or graphics.
Make Acouya's Fusion Bots stronger than Buggi's Nuclear ones.
Small changes concerning balance, gameplay, or graphics.
Tries to integrate Advanced Belts with K2 Spaced Out.
Small changes concerning balance, gameplay, or graphics.
Shore port crane for Cargo Ships. Hover the crane and press R to toggle mode: loading or unloading. Requires straight-waterway directly in front (3x3) and within 2 tiles of shore.
Mods introducing new content into the game.
Battleship submod for cargo ships. Creates Battleship, by adding artillery turret to cargo ship. Creates Patrol Boat, custom design boat with missile turret. *** finally without the frog jump effect ***
Mods introducing new content into the game.
Visualize drop and pickup positions of an inserter. Based on InserterVisualizerLite. Adds support for multiplayer (per-player setting).
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Ore patches now spill over into the sea as submerged variants. Dredge them up with new floating hardware, and build deeper into the blue with water-placeable refined concrete.
Mods introducing new content into the game.
The most unhinged ways to transport items and yourself around your factory. Fling items around with Thrower Inserters, launch your trains off ramps, and soar through your base on electric ziplines!
Mods introducing new content into the game.
Visit Pelagos, an insular planet of coconuts. Use calciners to refine resources, and cargo ships as the perfect way to connect its scattered shores
Mods introducing new content into the game.
Mods introducing new content into the game.
Space Age overhaul built around cargo ships, alternative energy systems and agriculture
Large total conversion mods.
Placing underground belts will consume transport belts equal to the length. Recipes are cheaper and max length is configurable. No need to stress about sub-optimal underground belt placement, nor carry short and long versions of each underground belt. Just build them as long or short as you feel like.
Small changes concerning balance, gameplay, or graphics.
This mod adds higher speed belts and inserters as well as the production chains and research required to make them. Ore generation fixing code is from Brevven on the factorio forums.
Mods introducing new content into the game.
this mod adds anti-quality modules Primarily to counteract the quality gain from the Factory Levels mod resulting in blocked production chains
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Creates an entity that facilitates the input and output of materials in factories, chests and other entities. [[I accept suggestions]]
Mods introducing new content into the game.
The planet is now so inhospitable, that landing is no longer feasible. Conquer the planet remotely.
Mods introducing new content into the game.
Changes the colors of roboport zones to have less contrast by default, or customise them to any other color.
Small changes concerning balance, gameplay, or graphics.
Place Color Coded Pipes the same way you'd place textplates
Mods introducing new content into the game.