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.
In-game text to speech; preview, global chat and speaker blueprint generation modes.
Small changes concerning balance, gameplay, or graphics.
Large total conversion mods.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Start with modular armor, personal roboport, construction robots, portable solar panels, and a battery.
Mods introducing new content into the game.
Mods introducing new content into the game.
This mod add a super awesome fuel with a super acceleration and speed boost for vehicles. The best is than this fuel is balanced in cost and efficiency, but for game-play reason this fuel is a late-game research. Work with any mods!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod makes roboports' logistics (supply) area as big as their construction area.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Create reusable logistic presets to simplify requesting and trashing items
Mods introducing new content into the game.
Adds smaller assembly variants using fewer ingredients and crafting quicker.
Mods introducing new content into the game.
Adds a hotkey to delete blueprints (Default: CONTROL + DELETE). I find myself with lots of blueprints in my inventory, which I don't need anymore since they are stored in the 0.15 blueprints UI.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Add some items at game start - skip first hour. Based on Aidan647 'Skip first hour' mod Easy to configure
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.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Ores and oil wells never decrease or deplete. Miners show a strange 'expected resources', due to what I consider a bug in Factorio; see https://forums.factorio.com/viewtopic.php?f=7&t=41720 ; This does not seem to be fixable by a mod. When hovering over ore, '723%' means 723 ore. The X/s expected resources when hovering over miners is mostly meaningless; the number X is actually OreCount*((MiningSpeed-MiningHardness)*MiningSpeed/MiningTime)/100, the result of which has no meaning.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Using this mod you can hold massive amounts of items by compressing them!
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Guide for deploying radars on a regular grid, to get 100% coverage without overlap.
Small changes concerning balance, gameplay, or graphics.
Auto Barrelling machine will automatically barrel any given liquid without having to select a recipe. Supports all modded items
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.