Search the Mod Portal by entering a search term.
To search for specific phrases, surround them with double quotes (").
The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
To further refine your search, use the sidebar on the left. Enable the checkboxes to limit the search results to selected categories and tags or use the ban button to exclude them.
You can reset your filters by clicking the active tab on the top.
There's a lot of caching on this page. It can take several hours for new mods and updates to show up in search results.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Increases cargo wagon inventory size to 144 slots. Now compatible with Space Trains! Fluid wagon size remains unchanged due to the capacity increase in version 2.0.7. Based on original mod by Alterae.
Small changes concerning balance, gameplay, or graphics.
Factorio 2.1 continuation of Robot Army, with full robot squads, automated warfare and expanded in-game AIO movement, combat and reload verification.
Mods introducing new content into the game.
A giant Space Age modpack bridge that connects many planet, science, enemy, and endgame mods into one coherent progression route across multiple star systems. See the mod page or README for the full overview and credits.
Collections of mods with tweaks to make them work together.
Factorio-Ex 是一个全面增强 Factorio 游戏体验的大型模组,为玩家提供了更加丰富和多样化的游戏内容。从高级生产建筑到先进的能源系统,从优化的物流网络到强大的防御设施,该模组几乎涵盖了游戏的所有方面。 无论您是喜欢构建庞大工业帝国的生产型玩家,还是喜欢优化物流网络的物流型玩家,或是喜欢设计防御系统的战斗型玩家,Factorio-Ex 都能为您提供新的挑战和乐趣。 通过引入新的资源、科技和游戏机制,Factorio-Ex 为 Factorio 注入了新的活力,让玩家能够体验到更加丰富和深入的游戏内容。 可以加入QQ交流群458706926 祝您游戏愉快! 🚀
Mods introducing new content into the game.
This mod adds a quicksave-key (F6 by default) which saves the game to '_autosave-quick<nr>'. By default the number rotates between 1 and 3 similar to the built-in autosave-feature. This can be changed in the Mod settings. It is also possible to set a name for the save there.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Grow a self-expanding factory from your own blueprints, with the recursion drawn into the blueprint itself. Draw arrows where the next piece attaches, and construction robots keep building copies until water, cliffs or your rules stop them. Each team on a multiplayer server grows its own. A Recursive Blueprints alternative with circuit control; Multi-Team Support (MTS) optional.
Mods introducing new content into the game.
Bulk wagons for ores and other bulk goods, with a loading station and an unloading pit that are built across the track. Items move by built-in belt or inserter.
Mods introducing new content into the game.
Field, Hunter and Fire Artillery, an Assault Artillery Wagon and three drivable artillery cars that fire while moving. Real shells, fire targeting priorities and optional Autonomous Expeditions integration. Space Age optional.
Mods introducing new content into the game.
This mod adds base game science pack recipes from Nauvis like military science to the non-Nauvis buildings like the foundry. This is the more compatible version of [OCs Alt Sciences]
Mods introducing new content into the game.
This mod adds the alternative science pack production with research and optional productivity techs. Did you ever wanted to cast military science packs? Now you can! Profit from the built-in productivity of the non-Nauvis buildings for your science production.
Mods introducing new content into the game.
What is the one thing Factorio lacks? CATS. Purely cosmetic. Start a game and find out.
Small changes concerning balance, gameplay, or graphics.
Configurable Armours & Suits currently supports: Bob's, Custom Power Armor Fix, Exotic Industries FE-Equipment, Hiladdar's Gear K2, Metal and Stars, Nullius, Power Armor MK3, Power&Armor, Power Armour Replacer, PARs SpaceAge Extension, Rampand Arsenal, SE,
Small changes concerning balance, gameplay, or graphics.
Autonomous rail patrols and armed solo or group expeditions for cars, tanks and Spidertrons. Build supply bases to refuel, rearm, repair and recharge equipment batteries using real grid energy. More Artillery optional.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
New furnaces, fitted for loaders using; the smelting speed is the same as transport belt; supports standard (yellow), fast and express belts and loaders.
Mods introducing new content into the game.
Temperature is part of the recipe. Start with red-science antimony alloys and additives, then build a memory workshop with annealing, timed quenching and closed cooling. Space Age adds Vulcanus stibnite, scrap and asteroid sources, atmospheric workshops and refining productivity. Integrates with Brevven's BZ mods, Timeken, Planetfall, K2 and SE.
Mods introducing new content into the game.
Use molten metals to cast various types of ammunition, craft bio-explosives in the biochamber and some things in the electromagnetic plant. Introduces tungsten ammunition with a bonus range. Five types of armour plating in three tiers. Stronger artillery shells. And more!
Mods introducing new content into the game.
Quantum Logistics stores items and fluids on QL disks instead of ordinary chests. Build independent QL networks on the same planet, connect them between planets with Space Age, and automate production with the QL Autocrafter.
Mods introducing new content into the game.
Mods introducing new content into the game.