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Adds robots made with uranium fuel cells that do not need to recharge. Match Krastorio2 robot speeds if applicable.
Mods introducing new content into the game.
Adds a surface with lab tiles where you can design your creations in using remote view.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds "DEAL WITH IT" sunglasses to the Spidertron (Sunglasses 3D model is CC-BY-4.0 from user BitGem on SketchFab)
Small changes concerning balance, gameplay, or graphics.
A portable version of the tank cannon weapon. Based on Portable Tank Cannon by Kryzeth
Mods introducing new content into the game.
Factorio: Skylines. Adds citizens to the game. Attract various castes to your city in order to progress the game.
Large total conversion mods.
Adds incendiary rounds and shotgun shells, napalm grenades (Molotovs) and mines (fire traps), incendiary effects to existing explosive rockets and tank shells
Mods introducing new content into the game.
Adds electric versions of the stone and steel furnaces, two upgrades of the electric furnace, and an electric boiler.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
A custom pipe with 4-way fluid connections that can interface with both similar custom pipes and standard underground/normal pipes.
Mods introducing new content into the game.
A charging mod that will recharge batteries in vehicles and power armor when near a charging pole.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Start with pre-space equipment and construction bots, as well as basic robot speed research unlocked (absolute necessity). The objective of this mod, in contrast to other mods that don't take into account Space Exploration, is making it so that it actually feels like an accomplishment when you reach the spacesuit, the mk2 equipments locked behind space science, and the portable fusion reactor which in SE is very late-game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Part of the Stellar Horizons modpack. Includes quality of life mods.
Collections of mods with tweaks to make them work together.
This mod adds a janky version of the Big electric mining drill from the as-yet-unreleased 2.0 Expansion.
Mods introducing new content into the game.
This mod reverses changes made by Bob's Logistics which make Requester Chests a much easier research technology than in Space Exploration.
Small changes concerning balance, gameplay, or graphics.
When want to remove, or mine, a tile, it was faster. Now compatible with Dectorio and BioIndustries. Double speed when cutting trees too.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Makes vanilla loaders and loaders based on the vanilla loader prototype able to stack items on belts (If the technology is researched). Does nothing on its own
Small changes concerning balance, gameplay, or graphics.
Allows you to configure how many rockets fit underground.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds conductive floor tiles that transmit power to adjacent tiles (including diagonals) and any structure on top of them, just place a power source or electric pole on top and enjoy the extra space!
Mods introducing new content into the game.
This mod changes the normal prices of recipes and technologies to cheaper ones, allowing for a much faster gameplayer and expansion. Designed for a quick factorio gaming session.
Small changes concerning balance, gameplay, or graphics.