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Mods introducing new content into the game.
Press U to upgrade buildings in place. Can craft buildings if you don't already have them. May be unstable until 0.1.0, expect crashes to happen occasionally.
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.
Translations for other mods.
Adds brush tools which allow you to draw figures and text on surface. And, also, you can generate code of those figures in a file. It might help mod/map developers. It's alpha version, some features are not completed https://www.youtube.com/watch?v=O0utdTVAW8A 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.
Kovarex Enrichment Process now only takes what it needs. It fills the centrifuge to 100% of the U-235 needed rather than loading in extra. In other words, Kovarex enrichment centrifuges will only take the exact amount of U-235, and leave the extra they create alone! Just remember to override your inserters stack limit to 1.
Small changes concerning balance, gameplay, or graphics.
A big rewrite to Marsonge's fix to Arangas's Alloy Mixing mod. Adds an Alloy Mixer that is used to mix molten metals into alloys directly and now includes a bunch of logic to enable ingot melting of metals that don't have plates enabled. No longer includes remelting.
Mods introducing new content into the game.
Tactical Construction provides a per-player toggle that - when enabled - prioritizes the local player's roboport for construction requests (as opposed to allowing construction requests to be satisfied by any logistics network that overlaps inside the player's mobile roboport). CAUTION: This mod applies force changes to any game loaded with the mod active; these changes are not reverted if you disable the mod w/o first instructing it to undo the changes to your file(s). Read the mod description.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Это часть одной большой модификации для игры . Голова модификации с описанием - https://mods.factorio.com/mod/ModuleNP
Mods introducing new content into the game.
This mod adds a slider to control the speed bonus of your exoskeletons at will, that automatically shows and hides itself along with your inventory or armor grid while you have any legs equipped.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Rebalance of CatWEax's Battery-Electric Train mod so the trains arent totally and completley useless until late game
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Patch for the Antimatter Research Data Stacksize when Krastorio2 and Space Exploration is active, no more warning when starting the game.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
procedurally makes as many machines require burner energy source as possible, makes only electric source burner too so no machine misses out
Large total conversion mods.
Mod with adjustments for private playthrough. Adjustments: - Robots: Max payload size * 5, speed * 5, max energy / 5, energy per tick / 5, energy per move / 5
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
Makes vehicles unminable or teleports players to spawn after mining/rotating a vehicle. Teleported players can't move until they are killed
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.