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In case your mods configuration leads to weird problems requiring you to periodically call Mining Drones rescan manually – this tiny mod will work for you calling resources rescan automatically. By default it activates each 5 seconds, see startup settings to adjust, also there is a runtime/map setting to enable printing so that you can verify that it works as intended.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Completely removes the Tier 2 Logistics System research, since I consider using robots to transport items around the factory overpowered. Roboports, Construction and Logistics robots are still available, and can still transfer items to/from the player, only the second tier Logistics research is disabled (no Buffer, Active Provider or Requestor chests). Additionally, if this research is completed in an existing game, these items will be hidden and can no longer be built.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Roboports automatically place concrete within their reach. Also, destroy trees, rocks, cliffs, and fill in water.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
A collection of assorted enhancements. This mod does nothing by itself but establishes dependencies to other mods.
Collections of mods with tweaks to make them work together.
This mod adds fuel category compatibility between various mods. Split from https://mods.factorio.com/mod/K2-equipment-compatibility
Mods introducing new content into the game.
A simple mod that adds in a couple selectable sound from Star Craft, Star Trek, memes, etc and can be played with programmable speakers.
Mods introducing new content into the game.
It adds a lot of item and recipe pollution, pun intended.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
A modified version of the Power Armor Mk3 mod in which I increased the equipment grid size (mk3 is 20x20 and 4 is 40x40). Original mod was created by jimmy_1283. I take no credit for the original mod. Original Link: https://forums.factorio.com/viewtopic.php?f=93&t=47506
Mods introducing new content into the game.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Adds some better solar panels, flat solar panels and batteries. You can walk on flat solar panels!
Mods introducing new content into the game.
Enable you to have some sort of a low tech option (from other mods like JunkTrains or Early3x3Electric Furnace, Nanobots) when playing full bobs/angels without being to OP. Those techs are usually locked behind angels green science or higher, or require some construction or electronic block that you can't craft early on, which kind of defeat the idea of the early mod. Also add some sort of firepower if you're playing with harder enemies and can't kill the bases.
Small changes concerning balance, gameplay, or graphics.
Add the music 'Deja Vu' from initial-D when you drive a car (original author pawndev, fixed by Meridlyss)
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.