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Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Additional settings for atanvarno's Crash Site mod, including shipwreck power generation, crafting speed, and research speed.
Small changes concerning balance, gameplay, or graphics.
Belts now need power. All of them. Including all the modded ones. Unmaintained.
Mods introducing new content into the game.
Large total conversion mods.
This mod sets the normal quality stats to match legendary stats (Configurable). This applies to everything without actually changing their quality level. Optional setting to make it so enemies remain at normal stats.
Small changes concerning balance, gameplay, or graphics.
Adds a broken steam turbine, sealed to be used as steam tank perfect for use in nuclear reactor setups
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
AAI Programmable Vehicles, whether intentional or not, nerfs the weapon loadouts of the planes from the Aircraft mod. When both Aircraft and AAI Programmable Vehicles are active, the Flying Fortress loses its machine gun, the Jet loses its rocket laucher and the Cargo plane loses its machine gun. This mod patches it so that the player controlled versions of these vehicles have all their original weapons restored.
Small changes concerning balance, gameplay, or graphics.
Gives Electrical Furnaces an extra module slot.
Small changes concerning balance, gameplay, or graphics.
Fully customizable reaction system, applying actions and custom scripts during various events with filters. Players, admins can propose, pass, and revoke laws. The mod is suitable for changing gameplay of game, providing automatic protection system against griefers, rewards for certain actions etc. Has support of mods, especially economic ones. Author: Luke Perkin. Modified by ZwerOxotnik and pliesveld. Anyone can translate the mod on Crowdin.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds technology to research entity ghosts at the beginning of the game. Very useful, if you wanna know right from the get-go what the biters broke, or when playing with Bot-Start or something similar.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Keeps the ghost or item in your hand. - Replaces held item with its ghost when the item is removed from the inventory. - Pipette tool (Q) gets you the ghost when the item is not in inventory. - Puts item in your hand when it becomes available instead of a ghost. - Put crafted item in Hand when Crafting UI is open and you craft a new item - Toggle for each feature to match your needs
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Make trains into super-fast player killers that travel at very high speed but only carry 50% of their normal capacity. Original author Hermitude and then updated by DirtyBitch but now i must carry on the legacy.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds ability to set filter for pumps, works the same as filter for inserters. Can be set from circuit network as well. Adds ability to set filter for fluid wagons.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Fork of the original Freezer mod by estgamer: https://mods.factorio.com/mod/freezer Freeze water into ice. Enclose items in ice to slow spoiling. Store spoilables in a refrigerator to stop spoiling completely. Fridges draw power based on ambient temperature. Also has cooled wagons and logistics refrigerators
Mods introducing new content into the game.