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Allows you to fix station names in a train schedule. Useful if you have elaborate wait-conditions, and you only have to change a station's name.
Small changes concerning balance, gameplay, or graphics.
Large total conversion mods.
This mod adds new researches that increases worker robot battery capacity. This mod already exists but this mod uses slight adjusted numbers to be more 'balanced'
Small changes concerning balance, gameplay, or graphics.
Disables Vanilla- and/or Krastorio 2 crash site (changeable in mod settings). Compatibility for Krastorio 2 1.2
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Massively buffs the Personal Fusion Reactor and Personal Roboport Mk 2 to support thousands of construction bots.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
DyWorld-Dynamics 2, the successor of DyWorld-Dynamics. Designed to be completely rebuild from the ground up, without Space Exploration has a hard requirement for better compatibility.
Large total conversion mods.
Small changes concerning balance, gameplay, or graphics.
Greatly strengthens core miners. Greatly weakens non-core miners. Reduces cost of tech before core mining is viable.
Small changes concerning balance, gameplay, or graphics.
Adds lots of various compatibility patches to mods included in the Enable All Planet Mods mod
Small changes concerning balance, gameplay, or graphics.
Русификация модов, для моей сборки. Можно использовать отдельно от моей сборки. Перевод на основе Авто переводчика, с некоторой ручной обработкой.
Translations for other mods.
Fix some issues in Pyanodon mods. Fully configurable via mod settings.
Small changes concerning balance, gameplay, or graphics.
Removes the logistic and construction bots by replacing their graphic with an entirely transparent one.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A fork of ClyppyClipClip's Laser turret 2 mod for my SE playtrough. Adds tier 2 laser turret + research. More granular settings were added - all in all stack size, range, damage modifier and energy consumption are customisable - and the recipe is modified to use some advanced SE materials. SE is added as a dependency.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Scans a selected area for some issues, such as backwards belts and beacons without modules
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mod by Qon, edited by GTrista. Nests absorbing pollution causes evolution to increase. An alternative to pollution produced causing evolution. Change regular evolution settings in map generation settings (if you don't want regular evolution also) and absorbtion evolution in mod settings. Doesn't impact UPS. Default values are balanced to allow you to turn vanilla pollution evolution factor off without changing difficulty.
Small changes concerning balance, gameplay, or graphics.
Changes the atom bomb damage and range through two configuration options. Be careful with the range modifier.
Small changes concerning balance, gameplay, or graphics.
Tweaks defense structures to be more viable with high NEE levels
Small changes concerning balance, gameplay, or graphics.
Guide for deploying radars on a regular grid, to get 100% coverage without overlap. (https://mods.factorio.com/mod/RadarGridGuide). Strom only updated it.
Small changes concerning balance, gameplay, or graphics.