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Adds a mining level mechanic, where the player gains experience from mining ore and the amount of experience depends on the quality of the ore. Also includes an experience bar in the UI and a mining speed multiplier that increases by 15% for each mining level.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Use /speed # instead of /c game.speed = #, without touching game's cheating status or ability to get achievements. /pause and /resume are also possible. Do chat while pausing the game. Hotkey for pause is not registered by default.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
来源于NotRexButCaesar的TrainSpeedMultiplier,修复了原MOD未调整车厢速度等的问题,理论支持其他火车类MOD,增加了燃料效率自动调整,不会让火车快速消耗完燃料。 From NotRexButCaesar's TrainSpeedMultiplier, the original MOD's issue of not adjusting the speed of cargo-wagon has been fixed. It theoretically supports other train-related MODs and has added automatic adjustment of fuel efficiency, preventing trains from consuming fuel too quickly.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Allows to color default factorio lamps through circuit network signals R, G, B of level 2-255 each. This allows for pretty much all colors you would ever want. Limitation: Lamp should be always off via circuit condition.
Small changes concerning balance, gameplay, or graphics.
Just a bunch of signals that I personally love using when naming my train stations!
Mods introducing new content into the game.
Less refined fuels pollute more. Electric furnaces consume 50% more power.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Disables next-upgrade of LTN >= 1.18.4 for space elevators hidden train stops.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Roboports automatically place and upgrade concrete and landfill within their reach.
Small changes concerning balance, gameplay, or graphics.
Construction bots with 1250KJ instead of 250KJ and roboport for early game.
Mods introducing new content into the game.
A collection of must-have tools for designing blueprints and factory optimization.
Collections of mods with tweaks to make them work together.
update for hopewelljnj's AdvancedNuclear and SonIcco's .16 fix. Adds second tier of nuclear reactor, heat exchanger, steam turbine and heat pipes. DEFAULT SETTINGS ARE SAME AS NORMAL REACTOR! VERY cheat-y mod.
Mods introducing new content into the game.
You wonder what such a tiny classic phone can do, especially in such an alien world... A reference to the legend “Indestructible Nokia”. (Locale: English, Deutsch, 正體中文, Português Brasileiro)
Mods introducing new content into the game.
An extension to the Science Cost Tweaker mod: Change the way science is being made (even more).
Large total conversion mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds incinerative ammo that creates fires, whenever you hit something with it.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Snaps the Space Exploration addon power poles to a subgrid.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.