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Add and change technologies... This mod activates all the ModPack : - Ritn Lumberjack (+ Bio Industries) - RitnMiner - RitnGlass - RitnSmith - RitnElectronic - RitnMechanic - RitnPurple - Circuit Controlled Silo
Large total conversion mods.
Mod for Space Exploration. This adds a new type of catalog using planetary core fragments for making more efficient science.
Mods introducing new content into the game.
A collection of big machines to save on UPS or for simple peoeple that want to place 1 thing rather than 10+.
Collections of mods with tweaks to make them work together.
Patches certain materials when Krastorio 2 and Space Exploration are enabled. Likely irrelevant as of SE 0.6.121's fuel rebalance changes! Only add if you know what you are doing.
Small changes concerning balance, gameplay, or graphics.
A simple mod inspired by Forestry for Minecraft. Adds Bees in most simple way. Contains recipes for gaining raw resources from your beekeeping factory
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
This mod adds recipes to upgrade all burner stage machines to their next tier machine
Mods introducing new content into the game.
Advanced Atomics provides you with improved versions of ammunition, armor and equipment made from Uranium or Plutonium-239. For even more advanced atomic stuff research Plutonium Nucleosynthesis to synthesize Pu-239 and Uranium Extraction to adsorb traces of uranium out of copper ore , iron ore and water.
Mods introducing new content into the game.
Adds Bacterial mud, Peat and Tar primitive technologies Adds Shalerock Fracking technology Adds Tarsands mining, Bitumen production Adds phenol, ethylene, calcium carbide and propane based plastics production lines. Adds automated lathe, lapping, grinding, smelting, casting and injection molding to existing technologies. NGL, Natural gas, DeepDrill mining, Synthetic Crude, Synthetic Lubricant and other petrochem technologies. Incompatible with RSO-mod!
Mods introducing new content into the game.
This mod makes hand crafting more convenient by adding the ability to demote, promote, and reset the crafting queue without overflowing your inventory.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Beacons are affected by their own modules. Fully configurable settings.
Small changes concerning balance, gameplay, or graphics.
Adds a recipe for turning wooden chest into 1 coal in the furnace, without research.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A re-reupload of Kane.Nexus' outdated Tarawind Beacons mod, which added 7 tiers of powerful beacons that can accept productivity modules and the new-and-improved 0.18 and 1.0 beacon graphics.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Vanilla Factorio is too easy for you? Try the Fibonacci research cost! Take on the new challenges of Technology Overload, new ways to increase game difficulty! Technology cost tweaked in different ways to introduce new challenges and spice up your tech tree.
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.
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.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.