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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.
Its a shitty hack to make adaptive armor work in vehicle grids from k2, adding the universal-equipment category to it. You need krastorio and space exploration for this, but Im too lazy to make them dependencies
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Allows building equipment generators into the world. (Languages: All languages)
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Allows train to skip station/s when their waiting conditions have been already met.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Большая модификация , добавляющий много новой техники с уникальными текстурами, зданий, врагов, предметов и технологий
Mods introducing new content into the game.
Change how fast the Spidertron's body bounces up and down, or disable it entirely. Requires Factorio 1.1.69 or later.
Small changes concerning balance, gameplay, or graphics.
Allows you to emergency burn anywhere using the shortcut, pretty much a teleport that damages your capsule.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Fixes Bob's Assemblers not being able to craft everything they should.
Mods introducing new content into the game.
Merges W2 with SE + K2: sometimes you will get teleported onto planets from Space Exploration universe! And many balance fixes to make it playable :) See optional dependencies for a list of recommended mods. By the way, Factorissimo buildings are cheaper here! WARNING: it's really early draft version, balance is not fully corrected yet, errors can be met – in case of problems or suggestions, reach me on Discord.
Large total conversion mods.
Execute Lua code via the compiler and by a mouse click in the game. Use /editor to find and get the compiler, admins can share access to an executable code to players. Possible use cases: [public] utility code, special triggers by player click. Designed to be simple, safe and fast. Anyone can translate the mod on Crowdin. https://crowdin.com/project/factorio-mods-localization
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Automatically set "Request from buffer chests" option on built requester chests, or (un)set for selected chests
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Dropped cargo picked up by personal roboports no longer ends up in the player's inventory.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Modifies late game Space Exploration technologies to require higher tiers of Deep Space Science. Commisioned by Sebbo.
Small changes concerning balance, gameplay, or graphics.
Change construction robotics to be a pre-oil technology. Recipes are adjusted to cost similar raw materials. Designed for use in high research multiplier runs.
Small changes concerning balance, gameplay, or graphics.
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.
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.