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Explore the derelict fulgoran ringworld of Ribbonia, an artificial planet where spatial reasoning and creativity are the key to your survival. Can you handle C.H.A.R.L.E.S., the crazed and lonely AI? Discover Fulgoran crafting techniques involving molten plastic and fusion plasma and dive into pure Factorio nostalgia on Ribbonia. Ribbonia minimally affects the vanilla game and can be added to existing saves.
Mods introducing new content into the game.
The factory must grow, but only if you have the proper permits. Replace biters with complainers and weapons with bureaucracy.
Large total conversion mods.
Adds dungeons, quests, an economy/trading system, scaling DPS boss fights, ability to level up items, new music for the title screen, and an extra tier for many things such as belts, modules, combat robots, nauvis ores (endgame), and more. Also divides the planets into hexagons, which contain resources, enemy bases, or profitable trades. Get rich by selling your production, buy hexagons, and plunder the powerful dungeons on every planet!
Large total conversion mods.
A mod with many features where you can make a Mobile Factory, build you base inside and travel around the world. The mod contain a way to transfer items via the Circuit Network, some nice way to mine Ore or extract Fluid, many new chemical elements, Data Storage of Items, and many more ...
Large total conversion mods.
Collections of mods with tweaks to make them work together.
[also works single-player] GZ-Economy: Adds Flux currency, Flux Terminal, global market listings, direct buys, offers, Flux escrow, account balances, and seller payout. Multiplayer tested and passed. # FLUXMART UPDATE: Value basis, FluxMart, Admin Settings
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Space Exploration - Doomsday Ark MOD. This MOD allows you to obtain the space ship at the beginning. The initial size of the ship is easier to upgrade, and it significantly increases the fuel calorific value to facilitate the ship's takeoff. Once the ship control console is deployed, a terrifying swarm of bugs will attack (this option can be turned off). The player needs to launch the ship to escape from the planet they are on and develop safely in orbit.
Mods introducing new content into the game.
Adds player travel between space platforms directly from the Space Platform Hub interface.
Mods introducing new content into the game.
AzzTeleport: browse players, planets and platforms. Teleport to nearest rocket silo or cargo pad for that surface.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adding additional technology to the base game alongside with new items, entities and crafting recipes and more.
Mods introducing new content into the game.
Port of the 248k mod by PreLeyZero from 1.1 to Factorio 2.0. May have compatibility issues with other mods.
Large total conversion mods.
Living infested planet where you must fight against oceans of formidable beasts, hides a powerful new resource and unimaginable technologies. Land in one of its tendrils and make way to the planet core. Ruins of an advanced civilization are present and seem necessary to tame this place, with exotic technologies to process water rich minerals into most diverse elements and gargantuan machines. Completely safe to add or remove mid save.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Visit Pelagos, an insular planet of coconuts. Use calciners to refine resources, and unlock cargo ships as the perfect way to connect its scattered shores
Mods introducing new content into the game.
This mod is a respectful fork of "Immersive Locomotives", originally created by Gerkiz. This fork is created and maintained by behroozzx, with the assistance of ChatGPT, to apply limited quality-of-life and presentation improvements while strictly preserving the original gameplay systems, mechanics, and internal logic. All core functionality, including vehicle interiors, surfaces, inventories, and enter/exit behavior, remains identical to the original mod. The scope of this fork is...
Mods introducing new content into the game.
Translations for other mods.
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.
Adds surface condition requirements for recipes and buildings, making "Make-Everything" malls less centralized and making the loss of Nauvis a critical blow to research capabilities. This mod is optional part of the Space Age: Hard Mode collection.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.