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!!- THIS MOD WILL NOT SUPPORT 2.0 VERSION -!! After the tutorial, the level did not stop. You suddenly notice that you are proficiently doing unfamiliar things, that the narrow map is filled with somewhat abrupt directions, that your memory is actually incomplete... Coming up, you are going to obtain sufficient resources from this place, research technologies that are not included in the tutorial, and then leave this place to search for the truth about this world.
Scenarios, maps, and puzzles.
NOW FUNCTIONING, put /c game.players["PLAYERNAME"].force = game.forces["militaris"] into the console twice, replace PLAYERNAME with whatever your username is. (Scenario to start as Faction 1 hasn't been implemented because I have no idea how to do that. Please help me lol xD) you need to use console commands to play my mod for now, sorry lol. Dx A project I promise to finish eventually. This is a TC mod that aims to bring a plethora of new ways to play by implementing different factions...
Large total conversion mods.
Mods introducing new content into the game.
A Space Exploration based mod pack for the AntiSocial Jerks discord community. This mod does nothing on it's own.
Collections of mods with tweaks to make them work together.
MegaStart speeds up the early game with loaded armor, spidertrons and early building materials and bots (speed 5). Customize your start further by modifying the control.lua file. Requires spidertron-extended, Faster_Cars and Power-Armor-MK3 mods. Intended for advanced players. See more in description.
Small changes concerning balance, gameplay, or graphics.
When placing any vehicle that requires fuel (like a car, tank or even train), you will automatically enter it and place the best available fuel in your inventory into it. This mod also adds a custom keybind that allows you to leave and mine a vehicle instantly. This mod should work with modded vehicles and fuels.
Small changes concerning balance, gameplay, or graphics.
Enables (not researches) all technologies for all forces. I had a mod migration corrupt a save file, disabling a bunch of technologies. This mod is useful to reset techs, and force the tech tree to be rebuilt.
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.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Adds technologies for improved versions of base game items that use a lot of enriched uranium.
Mods introducing new content into the game.
Limited Oil fields that deplete, amounts based on real world data, including extraction rate, and amount.
Small changes concerning balance, gameplay, or graphics.
Adds flamethrower to the flamethrower turret recipe.
Mods introducing new content into the game.
Output the same constant circuit network signal for all Global constant combinator entity. To set the signal, copy a constant combinator entity and press CONTROL + SHIFT + left mouse button.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
(Work In Progress) A revamp of most recipes within the game in order to get much closer to reality.
Large total conversion mods.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Some tools for multiplayer Factorio SE where each player may start on their own planet. You can also choose to partially share technology and remove biters on homeworlds.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.