Search the Mod Portal by entering a search term.
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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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Small changes concerning balance, gameplay, or graphics.
Grow water cane on Gleba, then bring it to Nauvis and make something new.
Mods introducing new content into the game.
Instantly investigates and indiscriminately invites import of items to your inventory. Logistically, rationally. From blueprints, specifically.
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.
Let you set what percentage of the items recycler return upon recycling process. It does not change the probabilities of items from scrap, only the low level ingredients that does not return lower ones (like plates, plastic etc.)
Small changes concerning balance, gameplay, or graphics.
Adds quantum catapult sender and receiver buildings that allow teleporting trains between surfaces. Link a sender to a receiver to create instant train transport across your factory.
Mods introducing new content into the game.
Adds tissue dropped by biter nests which may be cultivated in a biochamber using bioflux and u-235. The tissue may be crafted into a new nuclear military science pack, various machines (including new military assembler with 50% base productivity), poison gas, uranium ore (centrifuge) and clones.
Mods introducing new content into the game.
Eke every last possibility out of being able to supply your factories locally.
Mods introducing new content into the game.
Adds a massive 100x100 equipment grid power armor, a 1GJ battery, exoskeleton with 100% speed, and a 1000HP energy shield.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a darker version of the vanilla science packs, such that you need to research both the vanilla pack and dark pack to fulfill a research. Makes the game more challenging. If a science has surface conditions, those are inherited.
Mods introducing new content into the game.
“FLINT AND STEEL!“ — Steve upon using the object Adds a fire starter item for early game deforestation
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Select two electric (power) poles and find the path connecting them
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Prevents the yield of liquid resource nodes (like oil) from decreasing over time by setting infinite_depletion_amount to 0 on fluid resources.
Small changes concerning balance, gameplay, or graphics.
An upgrade to the Vanilla space platform hub! Faster repair speed, an upgraded cargo pod, more health, less weight and much more!
Mods introducing new content into the game.
This mod adds diesel fuel and generators to burn it. Acts as an intermediate stage between solar and nuclear power.
Mods introducing new content into the game.
A balanced approach to make quality less of a gamble, allowing you to more consistently produce quality items at the cost of power and speed. Quality module 1: +10% Quality | -5% Speed | +50% Consumption Quality module 2: +20% Quality | -10% Speed | +75% Consumption Quality module 3: +30% Quality | -15% Speed | +100% Consumption The quality loss of speed modules is also increased to -5%/-10%/-15% to compensate.
Small changes concerning balance, gameplay, or graphics.
A comprehensive modpack that enhances Factorio with advanced logistics, transportation, combat, and quality of life improvements. Features extensive train and vehicle additions, improved building capabilities, and enhanced UI features.
Collections of mods with tweaks to make them work together.