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Increases Storage Tank capacity to 50% of what you can fit barreled in steel chests in the same 3 x 3 space. Also reduces the stack size to 10, increases cost and added more pipe connections. Because of the way fluid dynamics works, you will want to use pumps on these tanks.
Mods introducing new content into the game.
Adds weak tier 0 trains with much lower tech requirements, but more limits. Graphics by kaueNP and d3x0r!
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod allows the player to toggle exoskeletons on and off. As of 0.17, this functionality is in the game on the menu bar by the quickbar.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds higher tiers of bioreactors and sand miners to the BioTech mod by SlopppyEngineering.
Mods introducing new content into the game.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
For both new players and veterans! Improves Science pack recipes to follow a traditional progression curve. Silky-smooth transition through oil. Purple science is harder than just dropping Artifacts in a blender. End-game research is more involved, requiring specialized new types of Advanced science. Overall materials cost of research is kept similar to vanilla. Rocket silo can now be achieved without any fighting. Each feature can be tweaked in config.lua.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Allows you to control whether the personal roboports equipped in your armor or a vehicle should automatically deactivate while within the range of other roboports. No longer pick up random junk while deconstructing your base! Default keybind is "O"
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Export all recipes to JSON file, see mod-portal page (https://mods.factorio.com/mods/Xyfi/JsonExtractor) for instructions.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
When you don't know what to do with all those extra alien artifacts Adds a fuel value to Alien Artifacts so they can be used in Cars, Trains, Boilers etc Artifacts produce 50MJ also compatable with Bobs Enemies MOD small Artifacts produce 1.5MJ
Mods introducing new content into the game.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Create easily Teams on the fly and challenge each other. You could configure every thing on startup
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.