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Space exploration locks away a few reletively low tech researches until after you've created multiple interplanetary bases. This mod rebalances the some of the important early-mid game research so that it's easier to get which makes early game SE less of a drag for a second playthrough.
Small changes concerning balance, gameplay, or graphics.
(meant for my server, no touch) This mod makes all vanilla circuits and science packs instant to craft and also give you them in BIG (like this) numbers. Also instant and cheap low density structure.
Mods introducing new content into the game.
They deliver things far far away and return to base
Mods introducing new content into the game.
Allows changing stats for electric locomotives, adds kr2 equipment grid if installed
Small changes concerning balance, gameplay, or graphics.
Building materials that are over-delivered are returned to the silo and their rocket parts refunded.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Clones entire regions of the map including cars and trains, for benchmarking purposes. Copies inventory contents, train schedules, circuit networks, and more!
Mods introducing new content into the game.
(Fork of 500 Bot Start) Start with power armor, personal roboports, construction robots, portable fusion reactors, batteries, and more. Krastorio 2 gives fuel. Bob's Warfare gives better armor, logistics gives fusion powered robots, personal equipment upgrades the module.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Adds recipes to trade resource and materials for coins and buy back what you need
Mods introducing new content into the game.
Factorio - space-age: This mod makes it possible to unlock the Cliff Explosives on Nauvis and not have to go into space first.
Small changes concerning balance, gameplay, or graphics.
Changes fluid barrel capacity with configurable amount in mod settings (by default it's 10.000 instead of default 50)
Small changes concerning balance, gameplay, or graphics.
Reduces the cost of individual items by multiplying the output and time values of most recipes. Settings are provided to prevent multiplication of user-specified recipes, and to adjust the output and time multipliers.
Small changes concerning balance, gameplay, or graphics.
Gives you some options for some alternative starts, please use Mod Settings to select which one you want otherwise you will default to base game start. Update from Alternative Start by Vas
Small changes concerning balance, gameplay, or graphics.
Multiply stack size and/or weight of any item or item type, by a general multiplier, or a multiplier specific to the item type or item name
Small changes concerning balance, gameplay, or graphics.
This mod adds in recipes to create resources cheaply for testing purpose
Mods introducing new content into the game.
Fully toggleable/customizable suite of tweaks to make Space Age easier to play. Includes options such as allowing robots in space, removing location requirements from Space Age buildings, simplified recipes, cheaper rockets, cheaper space and land foundations, nutrient/science spoilage adjustments, unlock all qualities (with automation), and many more. See the GitHub page for a full list of options. Some options can be reversed to make the game harder.
Small changes concerning balance, gameplay, or graphics.
This mod adds a network for transporting items and fluids. Now with QUALITY support.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.