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.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Increases the storage slots of the crashed starting ship from 5 to 12. Number of Slots can be changed in the mod settings.
Small changes concerning balance, gameplay, or graphics.
Relocate the shipwreck and player spawn position alongside with it.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Makes all resources infinite. This mod is not under active development.
Mods introducing new content into the game.
Applies lubricant to all cargo wagon doors, removing the screeching component of their opening and closing sounds.
Small changes concerning balance, gameplay, or graphics.
Adds enhanced alert sounds for the programmable speakers. Continuation of the System Alerts mod by TheInsaint updated for Factorio 2.0. No changes to sounds other than making compatible with Factorio 2.0. Original: https://mods.factorio.com/mod/System-Alerts
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Reduces clutter in the crafting menu by hiding recipes that aren't craftable by hand.
Small changes concerning balance, gameplay, or graphics.
This is my personal framework for AI experiments in Factorio. It's currently able to do basic pathfinding.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Simple mod to disable the crash-site and start the player with an empty inventory.
Small changes concerning balance, gameplay, or graphics.
Mod which allows you to increase/decrease your personal logistic requests by clicking on recipes. Supports either requesting recipe result or its ingredients.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Simply Long Reach. UPS optimized for megabases. The purpose of this mod is to replicate the features of the other popular long and far reach mods, without all the bloat and bugs.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Simply Infinite Resources. Works with all modded resources. UPS optimized for megabases.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod protects the player force when all players are offline, preventing biter aggression. This keeps the player's base active.
Small changes concerning balance, gameplay, or graphics.