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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 variety of weapons to wage war. Adds Additional Turrets, Ammo Types, Landmines, Equipment, Capsules, Walls, Vehicles, Infinite Technologies
Mods introducing new content into the game.
This mod allows you to reduce the inventory size of various containers to a desired value. Inventory size can be adjusted in the mod settings and can be reduced but not increased. Reducing inventory size can help improve UPS. Support mod: AAI Container, Bob's Logistic, Krastorio2, Warehousing, Exotic Industries: Containers, Angel's Industries, Angel's Addons - Storage Options, Pyanodons Industry
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Why should Spidertron have 8 legs? You can customize the number with this mod (affects ALL spidertrons). IMPORTANT: Due to a base game bug, Factorio will crash if you change this and then load a save that already has a spidertron on the ground. To work around it for now: Pick up your spidertron(s), save, change this value in mod settings and restart game, and put them back down.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Some tweaks for pY (for more consistent gameplay, with fixes for a number of annoying moments). Every change is configurable.
Small changes concerning balance, gameplay, or graphics.
Make electronic circuits from uranium. They are both green so this is totally plausible.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Removes the infinite power generation granted by the offshore oil-pump, by setting power production of the EEI to 0
Small changes concerning balance, gameplay, or graphics.
Load blueprint strings created in Factorio 0.14 and earlier. Most obviously: they begin with H
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
This mod changes the way Science is made. Instead of requiring crazy items to make the top tiered science packs, you will now be able to make science packs with previous science packs. (Space Science Packs not included.)
Mods introducing new content into the game.
An add-on for Dark Matter Replicators which causes replicators to require tenemut and the output product in order to duplicate it. Requires Dark Matter Replicators or one of its ports to function!
Mods introducing new content into the game.
Rebalances the cost and tech requirements of AAI Loaders, taking the previous tier and similar ingredients, like the other vanilla belt buildings.
Small changes concerning balance, gameplay, or graphics.
Biters become more aggressive after launching a rocket. + 🇷🇺 locale
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
[ Radars periodically summon biter attacks ] biters have become sensitive to the pulses emitted from radar instillations, because of this they are more likely to show interest in a radar instillation and more likely to remove them from there lands.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.