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Reduces landfill cost from 50 stone to 1 stone and crafting time from 0.5 to 1 secondl
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A configurable mod for multiplying the resource cost of everything, that can handle nonintegers too.
Small changes concerning balance, gameplay, or graphics.
Make copper wires 80% transparent, 50% transparent or invisible. Red and Green wire can be Blue and Yellow, 50% transparent or invisible too. Updated for Factorio 2.0, Original by DellAquila and kuxynator.
Small changes concerning balance, gameplay, or graphics.
Convert any fuel item to the standard so you don't mess up with multiple fuel types. Also fuel processing increases value by 25% and easy to transportation!. (Screenshot of processing uranium fuel cell is fake, it don't to that, get warned)
Mods introducing new content into the game.
Having two machines on each surface just for that is tedious.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Changes trains behavior so they will skip a station if various conditions are already met, or if the station is disabled
Small changes concerning balance, gameplay, or graphics.
Allows biters to walk through rail supports so that they never attempt to attack them.
Small changes concerning balance, gameplay, or graphics.
Adds a recipie to turn nutrients back into bioflux. (also adds a recipie to turn jelly into nutrients)
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds a new Upgraded Lab that is visually identical to a normal Lab and functionally identical to a Biolab. This is so that if you prefer the cosmetic look of normal Labs, you can still use them like Biolabs later in the game. Research cost can be modified in mod settings. Disco Science FTW
Small changes concerning balance, gameplay, or graphics.
Analyze the consumption of an item or fluid throughout your entire factory. This mod fixes incompatiblity issues with Factorio 2.0 .
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Removes the missing fuel icons on entities like the nuclear reactor, heating tower and vehicles.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Prevents players to cause lags by ghost entities. Works better when players exist in permission groups individually (see /permissions).
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Adds Junk as a new resource to be further processed and downgraded into other products
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A scenario that places you on Muluna, near the edge of the solar system.
Mods introducing new content into the game.
Adds a negative space entity for marking where empty space must be in blueprints that removes entities after the blueprint is placed. Optionally automatically adds negative space around belts or fluid pipes.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.