Search the Mod Portal by entering a search term.
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The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
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Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Removes the Utility science pack, rocket science pack, and space science pack requirements from Logistics research, allowing access to it earlier in the game. Adapted from Space Exploration Early logistics system HomicidalBarber
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.
Mods introducing new content into the game.
This helps you to do some of the achievements by stopping you from doing what would invalidate the achievement. Entirely configurable with mod settings.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds setting to make Mini Trains appear earlier in the tech tree. Also fixes Mini Trains to suit Industrial Revolution 3 changes.
Small changes concerning balance, gameplay, or graphics.
Alternate expandable Crashsite Logistic using smart linked chests. v3.3 with quality management, more tools, more freedom to adjust the keys - custom mode, clone mode, fill, no-filter-mode, etc - UPS optimized logistic for mass transport - tries to be not overpowered as the (hidden) native linked chest.
Mods introducing new content into the game.
Makes all resources infinite. (now with multiplier for fluids)
Small changes concerning balance, gameplay, or graphics.
Reduces max speed and acceleration of trains, and increases braking distance, to be a bit more realistic.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Here's a quick modpack I threw together of the mods that Ben (Mr Glover on Discord/Twitter) said were being used Martin's recent stream(s) via a Discord post. This is my first ever modpack so my apologies in advance for whatever I manage to screw up. This modpack does not include Space Exploration HR Graphics as it is depreciated
Collections of mods with tweaks to make them work together.
Add solid and liquid resin to the game so we have a way of despite all the choped tree at the beginning of the game. Also, it's possible with this mod to grow your own trees in greenhouses (mod settings) and aim for an automated solid biofuel production ! Have fun and don't hesitate to give feedback !
Mods introducing new content into the game.
Mods introducing new content into the game.
Enables yield (infinite) mode for all resources, with configurable minimum yield and optional maximum yield.
Small changes concerning balance, gameplay, or graphics.
Adds Nuclear Fuel to the list of things Space Exploration's Delivery Cannons can shoot. Based on the 'Space Exploration Rocket Part Delivery' mod by AckEmma (https://mods.factorio.com/mod/Space-Exploration-Rocket-Part-Delivery)
Small changes concerning balance, gameplay, or graphics.
Adds windmills for power. For best results keep spread and near water if possible
Mods introducing new content into the game.
Autosaves the game (using a configurable prefix) on every hour of game-time
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Extends equipment and armor with an additional tier, intended for late-game use.
Mods introducing new content into the game.