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Start with Power Armor Mk.2, two personal roboport mk.2, 50 construction robots, three portable fusion reactors, two battery mk.2s, 1000 iron plates and 500 copper plates.
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.
Trains are slower and heavier, but more powerful and can be upgraded. Fuels provide less acceleration bonus. Supersedes More Locomotives.
Mods introducing new content into the game.
Mod focussed on giving better and specialized tanks. Giving you more options to attack in early and mid game.
Mods introducing new content into the game.
Reset evolution, clear pollution, and kill all active enemies.
Mods introducing new content into the game.
Adds translations for Yuoki Industries mods.(Locales list : ko) If you can help me translate in another language, please contact me. Discussion and E-mail.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds in three selectable sounds from Tiberian Sun, Red Alert and the older Command and Conquer titles to play with programmable speakers when your power supply cannot keep up with demands or shuts down. This was originally Jewel724's mod! I simply patched it to version 0.16 of Factorio, texts are corrected and de added.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds more tiers and varients of machines for your building pleasure!
Mods introducing new content into the game.
Turns Water into a non infinite resource. Water bodies get removed and replaced by solid ground. Offshore Drains allow water & oil to be put back into these depleted areas. 0.8.0 - 1.1 Factorio Compatibility, Multiplayer Multiple Forces Update, Krastorio2 Support, Reworked MapMarkers
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Randomizes recipes (amount of ingredients and products, crafting time) as well as many other things that can be toggled individually like belt speed, crafting speeds, energy consumption, weapon damage...
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Promotes the last crafted item to the front of queue (SHIFT+P), demotes the first item to rear (SHIFT+D) or reset (SHIFT+R) the crafting queue (useful after picking up intermediate items) Be careful that your inventory doesn't explode!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Ores are all mixed up! Adds a small logistical challenge dealing with impure ores. AKA "Diversity".
Mods introducing new content into the game.
For when you wanna mirror the Oil Refinery or chemical plant in vanilla recipes. New recipes that mirror the Oil Refinery and the Chemical Plant.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
This mod will create power lines between most of the base game's entities that require power.
Mods introducing new content into the game.
Adds Portable Engine armor equipment that burns fuels to produce power.
Mods introducing new content into the game.
This mod will give you an extra inventory slot for each different item type in your main inventory.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Cheaper green/red/blue circuits, every craft also gives more.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.