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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Adds stack inserters to the Space Exploration mod. Requires that you've bought the Space Age expansion.
Small changes concerning balance, gameplay, or graphics.
Overhaul mod that changes the vanilla recipes to be substantially more complicated. Designed to be a challenge.
Large total conversion mods.
A remote-controlled car that can be driven into biter nests and exploded!
Mods introducing new content into the game.
Are you tired of needing a microscope to view modules in ALT-mode? Annoyed that the modules clip into other alt mode icons? Installed a """balanced""" mod that adds 100s of module slots? Big Beautiful Module Icons automatically rescales and repositions module icon alt-mode draw specifications with sensible defaults.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
Deliver science packs without the need for sushi belts and/or inserters.
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.
Add lunar panel. An inverse solar panel that generate electricity at night
Mods introducing new content into the game.
A fork of Klonan's Repair Turret mod. It aims for repair turrets to be a complete replacement of construction bots (Logistic over time as well)
Mods introducing new content into the game.
Adds level 6~10 qualities, unlocked with a new technology accessible after creating promethium science packs (space science without SA). 100% programmer art, if anyone wants to submit some better-looking art, feel free. Absolutely not balanced in the slightest I don't think, but it is fun.
Mods introducing new content into the game.
A starter kit with a small modular armor with a small portable fission reactor, night vision, small exoskeleton, roboport and 10 tech construction robots.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Pipes and liquid storage don't need heating because perfect insulation works both ways. Steam turbines and engines don't need heating because they have hot steam running through them. Cryo plants 'can handle extreme temperatures' and don't need external heating. Electric furnaces don't need heating because they're literally heaters. Has basic mod support.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Factorio mod adding simple configuration options to inserters.
Small changes concerning balance, gameplay, or graphics.
Adds exchangeable battery packs that can be used to power your modular equipment
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
[WORK IN PROGRESS] Adds captive biters, biter eggs, and bioflux into space exploration.
Mods introducing new content into the game.
Removes spoilage from all items (with exceptions), and introduces a Fermentation Plant to spoil them, instead.
Mods introducing new content into the game.
Adds Requester and Provider for Space Platform in order to build a fully automated,Space Platform logistic network.
Mods introducing new content into the game.