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Increases the difficulty of vanilla nuclear power by decreasing nuclear yields and making nuclear recipes more expensive.
Small changes concerning balance, gameplay, or graphics.
This mod adds a set of power crystals as environment entities. They work as naturally-spawned more powerful beacons.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a version of Space Exploration's electric boiler that uses tertiary power priority, for use in steam batteries.
Small changes concerning balance, gameplay, or graphics.
Got asked to update the old mod "Better Infrastructure" and "Improved Infrastructure" by a few people. Both have been used and its now updated to latest version. Options are visible in the image provided, added a few bits to the originals, e.g bots use no power. All options are editable via startup mod settings.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
Fork of https://mods.factorio.com/mod/grenade-yeet. Instead of placing grenades and other explosives on the ground, inserters will yeet them into the distance. Fork - supports poison, slowdown and some drones capsules, fixed issues with logic and power.
Mods introducing new content into the game.
Changes vanilla recipes to be chained a little more: every armor requires the previous one, same for furnaces, power poles, etc.
Small changes concerning balance, gameplay, or graphics.
Janky-style implementation of Space-Age Fusion Power. WORK IN PROGRESS! ONLY HAS BUILDINGS! NOT FUNCTIONAL YET!
Mods introducing new content into the game.
Nuclear powered robots that don't need to recharge. Forked from King's Nuclear Bots and changed recipes to have it better integrated for Space Exploration. Drones are using RTGs instead of complete nuclear power plants. Also reduce the speed of drones a bit due to higher load / RTG. On death drones drop a random amount of ingredients.
Mods introducing new content into the game.
Mods introducing new content into the game.
Researches to make burner inserters more efficient, and eventually unlock the secrets of free burner energy, allowing your burner inserters to generate power.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Adds configurability to the vanilla lamp's light radius through mod settings. An option is included to allow the light render distance to match the lamp's light diameter, preventing light pop-in. Additionally, there's a setting to adjust the lamp's power usage based on the new light diameter.
Small changes concerning balance, gameplay, or graphics.
And in turn require no power to move so they can get the job done first.
Small changes concerning balance, gameplay, or graphics.
Makes more machines require the previous tier to upgrade, similar to Assembling Machines. Currently modifies Inserter, Steel/Electric Furnace, Submachine Gun, Combat Shotgun, Heavy/Modular/Power Armour, Heat Exchanger, and Steam Turbine.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
Attempts to make laser power consumption constant. More of a proof of concept and doesn't account for everything, especially late-game.
Small changes concerning balance, gameplay, or graphics.
This mod makes Underground Power Lines by Giovy2001 1x1 and adds them to the picker dollies blacklist
Small changes concerning balance, gameplay, or graphics.
Adds an inefficient burner assembling machine to Schmitt's No Handcrafting mod, to allow scaling up before getting electrical power.
Small changes concerning balance, gameplay, or graphics.