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Allows changing stats for electric locomotives, adds kr2 equipment grid if installed
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Makes it so that the turrets from the Modular Turrets mod are affected by projectile damage repeatables in a way analogous to the vanilla gun turret.
Small changes concerning balance, gameplay, or graphics.
Highly customizable, optimized mod. Each damage will be represented by floating colorful numbers. [damage text]
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Clones the underground belts, useful for belt braiding. Up for the "No Long-handed Inserter Challenge"?
Small changes concerning balance, gameplay, or graphics.
Adds an alert scanner reading missing materials for ghosts in it's logistic network.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Researching new zones is fun and all, but how do you know which ones are new in the list?
Small changes concerning balance, gameplay, or graphics.
Adds a train wagon capable of storing and transporting electric power, allowing new means of getting power to remote outposts and power grids. Special circuit signals allow for fine-grained control of charging and discharging priority.
Mods introducing new content into the game.
2.0 port of TerrainEvolution Features: - Soil degradation/evolution - Floods - Drought - Fires - Fires burn the soil - Trees expantion - Trees evolution - Rotting trees - Weathering of cliffs - Dynamic daily cycle with presets, seasons - Hi Ripley
Small changes concerning balance, gameplay, or graphics.
All fluid wagon rotations are interpolated to 4X the detail. Check out: Smooth trains - locomotive Smooth trains - cargo wagon Smooth trains - fluid wagon Smooth trains - artillery wagon
Small changes concerning balance, gameplay, or graphics.
Display Cybersyn's Provided and Requested content for specific Network ID's as combinator output.
Mods introducing new content into the game.
Special chest can send placed items to ship quantum storage unit and retrieve from it. Also works for player inventory. It's make resource management more like RTS for playing combat-oriented settings/mods like Warp Drive Machine. Item transportation works across each surface, but not between them. UPS-friendly. Works with factorissimo-2-notnotmelon_3.x.x.
Mods introducing new content into the game.
Pure tower defense: progress by killing biters, dense nest placement, periodic waves with bosses, Master Ammo Chest system. No pollution attacks, only evolution. IMPORTANT: THIS MOD IS REWRITEN ENTIRELY BY ME YOU CAN FIND THE NEW VERSION HERE https://mods.factorio.com/mod/tower-defense-evolution-rewrite
Large total conversion mods.
Removes explosion craters and marks of nuclear weapon explosions. Optionally remove the nasty floor from biter bases, dead biters, or even all decoratives (shrubbery, dirt, rocky surface look) if neither of the optional dependencies are active.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Revamps energy production and consumption to be more realistic (harder) and splits accumulators into two types: very high capacity with low power, and low capacity with high power. To be used with Clockwork for longer (4h - 24h) day / night cycles.
Mods introducing new content into the game.
Building materials that are over-delivered are returned to the silo and their rocket parts refunded.
Small changes concerning balance, gameplay, or graphics.
Reactor overhaul. Adds fuel and control rods, allowing you to build highly energy dense reactors.
Mods introducing new content into the game.
Changes the acid neutralisation recipe to also output sulfur. Optionally also adds a recipe to vent steam.
Small changes concerning balance, gameplay, or graphics.