Search the Mod Portal by entering a search term.
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The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
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There's a lot of caching on this page. It can take several hours for new mods and updates to show up in search results.
A structure and recipes for growing, harvesting and processing wood and fish.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Add more challenging nuclear reactors with a breeder reactor and a cooling tower. The reactors have to be controlled via integrated circuit interface signals. The reactors have a dynamic heat output depending on their temperature. They need proper cooling, otherwise a nuclear meltdown will occur.
Mods introducing new content into the game.
Compress a large-scale manufacturing zone into a single entity for significant UPS improvement.
Mods introducing new content into the game.
Selection tool to reveal part of the map. Based on shadoworld56's "Map Reveal Tool"
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Provides a combinator that provides global robot statistics to the circuit network.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Simple extension for editing personal logistic requests by clicking on an item (inventory, recipe, etc.): - Alt + Left-Click => increase request (min/max), rounded up to next multiple of stack size. - Alt + Right-Click => decrease request (min/max), rounded down to next multiple of stack size.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
BETA A realism mod that adds some logical restrictions to "artificial" tiles (stone paths, concrete, etc) on what they can be placed under/on (trees, resources, cliffs, worms, etc). Configurable. Includes 100% removal of decoratives functionality ("Clean Concrete").
Small changes concerning balance, gameplay, or graphics.
Doesn't allow to build near an enemy. Useful for PvP, TvT also.
Small changes concerning balance, gameplay, or graphics.
Script that automatically shoots your Ion cannons on random targets across all planets.
Small changes concerning balance, gameplay, or graphics.
Makes night vision eat a lot more power. Good for mods that add long, dark nights as a compromise between default night vision that trivializes them and no night vision at all.
Small changes concerning balance, gameplay, or graphics.
Customize bar colors for different amounts. GLOBAL. CANNOT color per-player. Needs Factorio 1.1.77 or greater. (version 0.0.3 uses color-picker settings)
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.
The goal of this mod is to depend on every other mod in the mod portal, so you can install every mod with one click. Currently does not work, I will bump the major version number when it works.
Collections of mods with tweaks to make them work together.
The planet you landed on has deep chasms and is full of rocks and cliffs. Traveling and moving resources will be a challenge. Good thing you have some technologies to help you.
Scenarios, maps, and puzzles.
Large landmasses in an endless ocean, with biters to fight. Adds the challenge of limited space and biters without making larger modpacks completely unplayable with biters on.
Scenarios, maps, and puzzles.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Pollutes when fluids were removed or destroyed or flushed in entities.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.