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Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod adds some upgraded items to make my life easier. Adds a Faster Electric Furnace, a Faster Centrifuge and some defensive inked floors to slow enemies. + Squid Plates (used to craft things in this mod) + Squid Furnace (Upgraded Electric Furnace, more upgrade slots total of 6 and 8x faster, a bit of a power hog) + Squid Centrifuge (Upgraded Centrifuge, 8x faster) + Inked Floors (made to slow enemies down) Version 1.0.2
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Strong Pistol with low firing rate (good for saving ammo). Now updated for Factorio 1.1
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Changes 'On Character Death' to either drop or destroy Inventory, Weapons, and Armor.
Small changes concerning balance, gameplay, or graphics.
This mod is a curated list of quality-of-life improving mods. I use this as a convenience for me to include all my favorites in one place, rather than having to add all of them into my game. This modpack introduces a couple of changes to the default configuration of the included mods. See the GitHub repo's README.md for detailed information.
Collections of mods with tweaks to make them work together.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Press ` to open console, type an arithmetic expression and press Enter. The mod will show the result. The mod will ignore any chat messages that aren't valid arithmetic expressions, or are single numbers.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Prevents newly built power poles from having pre-placed wires on them. You have to wire them manually!
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.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Modpack from Martincitopants Video, a fork from theshadow8909, added some quality of life mods, and replaced some others that were out of date.
Collections of mods with tweaks to make them work together.
This mod integrates ores from a modpack consisting of SE, K2, BZ mods, Planetfall's mods, Trikop's mods, and Timeken's mods into a smaller number of "raw" or composite ores. Now it is more likely that your starting system has at least one planet with the ores / core seams that you need. The actual ores needed for gameplay can be crafted from the "raw" ores (with byproducts of course, as is the SE way).
Small changes concerning balance, gameplay, or graphics.
More than 200 flags that work like a lamp - they have a lighted glow when placed.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Changes roboports recipes to use batteries and copper cable as ingredients instead of cogs, and less advanced electronics and steel
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.