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.
This mod will stop inserters chasing items on a belt (setting was added in 0.18.11), Rseding once said searching the belts is UPS expensive (https://forums.factorio.com/viewtopic.php?p=370464#p370464)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Pasting a recipe to an assembler copies the source assembler's direction.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds research technologies to increase the range of gun turrets, laser turrets, and flamethrower turrets.
Mods introducing new content into the game.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Armors is upgradable now. Optional have all armors a little inventory size bonus ( can be changed).
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
The reach of heat pipes is now affected by quality. +1 range per level.
Small changes concerning balance, gameplay, or graphics.
Launch a rocket via the circuit network... and it might even go where you want it to.
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.
Allows cliffs to be mined by hand. A pile of rocks won't stop the engineer. Also allows bots to remove cliffs. Original idea by DemonX3 and north1605; adapted for the new Space Age cliffs.
Small changes concerning balance, gameplay, or graphics.
Larger inventory. Faster robots. Starting Armor / Equipment / Construction Bots. Robot speed multipliers, inventory size, and robot starting count can be configured in the Mod Settings. This mod required my other mods to work because it uses their items.
Mods introducing new content into the game.
Bots are not minable and wont go to taskbar. Includes mod settings to disable every aspect separately.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
Rebalances Pyanodons Raw Ores to have more noticeable productivity gains for each technology tier. This makes the game easier... Sorry?
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
Shows the total item amount of what you are holding, unless you hold in a blueprint, then it shows how many times you can complete the blueprint.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.