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Realistic ruins and crash sites, updated to Factorio 2.0
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Unified equipment grids, smarter ore spawning, better integration of mods, and much more. Make rare ores actually rare. Make belt tiers beyond 2 meaningful. Put equipment from any (supported) mod into any (supported) armor or vehicle, or even just allow player equipment in vehicles. Remove barrel logistics entirely. Plus many more things I can't fit in this summary. And every gameplay-altering effect can be toggled in settings.
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.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Переклад деяких модів Українською мовою Translation of some mods in the Ukrainian language
Translations for other mods.
Adds easy to use settings for alert visibility. Helps if you can't remember the command to change them.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
First rocket launches are totally not safe. You must research technologies to reduce chances of rocket explosions.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Lets you choose custom colors for the items formerly known as red and green wires.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Adds powerbars from Artisanal Reskins to burner and gray tiered items. Compatible with Bobs and Angels, same as Artisanal. Also compatibile with Miniloaders and Vanilla Loaders, when Artisanal Reskins: Compatibility is enabled.
Small changes concerning balance, gameplay, or graphics.
The mod generously gives: - how many construction drones do you need. - a vest with the right equipment grid size. - a stack of all possible items of equipment. - allows you to slightly speed up the drones. - some rocket fuel to last to the oil refineries. In SE, I recommend not adding fuel - there is already something to fly there. - allows you to reduce the size of the items of equipment by a factor to fit more. In general, everything for a comfortable start
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Start with a very small number of construction robots and the absolute minimal armor + modules to use them.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
This mod replaces Angel's Smelting plates with vanilla-like plate graphics.
Small changes concerning balance, gameplay, or graphics.
Make Factorio 3D. Adds special belts and power poles that allow sending items and power "up" and "down" freeing you from the limits of a 2D world.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Krastorio2 greenhouse for a more complex experiance you can try https://mods.factorio.com/mod/Krastorio2-more-balanced-greenhouse it dosnt work like Krastorio2 anymore
Mods introducing new content into the game.
Allows you to increase the number of slots in your inventory GUI, in case your inventory gets so large you have to scroll to see it all. Configurable.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Outputs|Exports a JSON file to /script-output/recipe-lister that lists all recipes, crafting machines, mining drills, belts, inserters, resources, items, fluids, and technologies loaded on player creation. Settings for split files and toggles for each category
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.