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An easier start with a few bots... Easier, but lets not get crazy. The Krastorio edition. Modified version of FireBall's Quick Start
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
fork, Adds technology to research entity ghosts at the beginning of the game. Very useful, if you wanna know right from the get-go what the biters broke, or when playing with Bot-Start or something similar. entity ghost research @ red science original mod: https://mods.factorio.com/mod/early_entity_ghosts
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mod fixing issue with no creating biters nests in heavy forest. Now trees dont overwrite enemy bases.
Small changes concerning balance, gameplay, or graphics.
Adds a way to turn your useless excess wood into coal. And a recover sulfur recipe.
Small changes concerning balance, gameplay, or graphics.
Adds a combinator entity that will output information from nearby turrets to the circuit network.
Mods introducing new content into the game.
Deletes all Space Age planets and makes all Space Age recources craftable on Nauvis. Credit to Leftn, whose 'Delete Planets' mods I stole some code from.
Large total conversion mods.
When you are in remote view on another planet you might click on orbit or star out of habbit, this mod adds a confirmation.
Small changes concerning balance, gameplay, or graphics.
Removes surface conditions from crafting requirements
Small changes concerning balance, gameplay, or graphics.
An Unofficial TransportDrone Compatibility mod With PYAE. 小车PYAE兼容mod
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds classic tesla coil sound effects from Command & Conquer: Red Alert to tesla weapons.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Relocate the shipwreck and player spawn position alongside with it.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds an animated steam locomotive. It does not function differently from the default locomotive and is for aesthetic purpose only.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Allows manually building ghosts by hovering your cursor over them. Use Shift + X to toggle manual ghost building. Also works with entities marked for upgrade or deconstruction.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
The more you build the fast the factory grows fork of Level Up by iron-bound, now with added options for productivity scaling!
Mods introducing new content into the game.
This mod improves the visibility of circuit network wires by using more distinguishable colors and thicker lines. Based on the mod: Colorblind Circuit Network
Small changes concerning balance, gameplay, or graphics.
Generate signals on the network when status of delivery/dispatch is updated
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Click power pole no more. Open nearby Electric Network Info GUI via keyboard hotkey
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This simple mod aims to make Kovarex Enrichment Processing (KEP) time to process materials more realistic, based on research from a paper I wrote.
Small changes concerning balance, gameplay, or graphics.