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Fork of PowerCombinator by Peter Meter, updated to 2.0 Quality ignored. Currently not working in global electric networks (Space Platform) Have power consumption and power production as signals in your circuit network. Additional envelope signals for maximal projected electric production/consumption are also provided. We use the electric network id for accounting of all calculated values within each electric network.
Mods introducing new content into the game.
An reasonable way to start the game. Lots of starting items, fusion robots that stack to 200. Maybe not that reasonable ;)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Transport resources and trade your way up! start with just a bit of coal and work your way up to rockets.
Large total conversion mods.
Adds infinite technologies for all science packs (even modded) that do nothing, but may used for testing lab setup or some challenges.
Small changes concerning balance, gameplay, or graphics.
Adds a new production building specializing in inserters, engines, robotics, and space.
Mods introducing new content into the game.
Modifies zoom functionality and provides buttons to save/zoom to a position on the map.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Enables copying assembler/furnace recipes to normals chests. Hereby the slot filters of the chest are to according to the recipe.'.
Mods introducing new content into the game.
All electric inserters now have filters. The Filter Inserter is now a Long-Fast Inserter, and the Stack Filter Inserter is now a Long-Stack Inserter. Long inserters are now a separate line of inserters. Recipe costs are slightly more expensive Use with the "Auto Blacklist" mod https://mods.factorio.com/mod/Auto-Blacklist for best results.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds productivity technologies for every intermediate, and science packs. Follows the same pattern as other vanilla productivity technologies. Not balanced :)
Small changes concerning balance, gameplay, or graphics.
Adds Solarpannels and Accumulators MK 1-8 Adds Electric Boilers. Formely Luzivras Factorio Power Updated for 1.0, fixing many bugs
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
In mod: -Fallout Tech -Vault-Tec Assembler -Laser Rifle (With Original Fallout 1&2 sound) -Gatling Laser (With Original Fallout 1&2 sound) -Rate of fire tech -Sniper version of Laser Rifle Things to Do: -Add Localisation -Add All Fallout Weapons -Add some new versions of Weapons The mod is still in beta. Work in progress. Please stand by...
Mods introducing new content into the game.
The Vehicle Control Center displays all your vehicles on all surfaces, allows you to filter between vehicle types, their surfaces, and a filter for specific vehicles. Suitable for base game or space age, and can (should) handle modded surfaces and vehicles seamlessly.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.