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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.
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.
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.
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.
Mods introducing new content into the game.
Adds 2 more roboports with increased charging slots, robot slots and range (configurable).
Mods introducing new content into the game.
Shows indicators when fluid connections, inserters, and miners which are connected or obstructed
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
No more belting cars! Movable shipping containers that be transported on belts. Compatible with Space Exploration.
Mods introducing new content into the game.
Flatter, cleaner and more advanced beacons. Add more modules, use productivity, drive over beacons, and use the old low res textures. Change and customise whatever you like about the beacon.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Rotate fluid inputs and outputs of buildings (fork for Space Exploration + Krastorio2 compatibility)
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Added parameters to more smoothly adjust evolution growth for longer game play with mods.
Small changes concerning balance, gameplay, or graphics.
Space Age compressed to Nauvis. Supports integration of outside mods, including planets!
Large total conversion mods.
Adds rotatable very long warehouses (chests) aimed at train stations to the game.
Mods introducing new content into the game.
A multipurpose aerial transport. In other words: a flying truck. With AAI, will refuel/rearm nearby AAI units. Comes in 4 versions: Hauler, Bomber, Special Operations and Gunship
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Spaghetorio is a Factorio mod that trades efficiency for glorious complexity, introducing new items, fluids, buildings and science packs to create absurdly intricate production chains. Currently in early alpha with players just reaching orbit, the mod is open for feedback to help tune balance.
Large total conversion mods.
Small changes concerning balance, gameplay, or graphics.