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 a little 'glow' to assembling machines, chem plants and oil refineriers, to make the factory more visible at night. Not intended as an complete replacement for lamps. Now 2.0 and Space Age compatible!
Small changes concerning balance, gameplay, or graphics.
Sorting mechanism managing items from belts to belts. 3 Tiers available (+2 with other mods)
Mods introducing new content into the game.
Mods introducing new content into the game.
A Factorio mod to automatically insert fuel and/or ammunition into entities when you place them. Forked to fix error logs.
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.
The player stands like a giant near the vehicles. Now you can adjust the size of your character -- and you can change your appearance at any time if you've other mods that provide extra characters!
Small changes concerning balance, gameplay, or graphics.
This mod aims to improve the Cargo Plane from the Aircraft mod by adding an Equipment Grid as well as two upgraded versions of the Cargo Plane.
Mods introducing new content into the game.
Replaces commonly used assets containing baked-in shadows with shadow-separated variants.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds Tiberium ore that spreads - Harvest it, refine it, and convert it to power, weapons, and other ores. By Zillo7 (0.15), SAH4001 (0.16), Oktabyte (0.17), JamesFire and randomflyingtaco (0.17 update and 0.18+)
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds pipes on pillars that can go over anything and make those tight corners.
Mods introducing new content into the game.
Core for planner series of mods. Original by bob809 Will be deprecated if bob809 updates their version.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Modifies certain utility constants core to Factorio's engine to better accomodate Muluna's use of high flow-rate recipes. May cause unintended effects, so every value is configurable. Does not require Muluna.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
A tool to help you find out where items and fluids come from and where they are used. This is a fork of the original 'What is it used for?' by Mr Doomah, updated for newer Factorio versions and with additional features. Russian translation by Schmarotzer. Japanese translation by shiru_tan.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Noch groeßere, noch bessere Power-Ruestungen; mit einem gigantischen Raster (40x40) und einem riesigen Inventarbonus (+200).
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds early game construction robots to greatly improve the quality of life of base building. Uses the standard Factorio portable roboport mechanics. Inspired by Nanobots. Compatible with Bob's Electronics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds buttons and hotkeys to increase or decrease the speed of the game, now with configurable speed increments and limits. Each button's increment can be customized via mod settings. Hot Keys: (Minus / Plus / Shift+Minus / Shift+Plus / Alt+Minus / Alt+Plus).
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Collections of mods with tweaks to make them work together.