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Translations for other mods.
Makes ammo 'cheaper', though arguably not 'cheaper' until oil processing kicks in.
Small changes concerning balance, gameplay, or graphics.
Changes the recipe of the Nuclear Artillery Shell from the mod of the same name by Aephiex. The original NAS mod recipe seems to reflect how ammo is crafting into uranium variants in base game, however this mod changes it to be more like an actual Atomic Bomb built into an artillery shell, with the bomb the original payload of 4 explosive cannon shells. Also adds production science packs to the research of it. Is it generally more expensive? Yes. Does it still go big kaboom? You bet ya.
Small changes concerning balance, gameplay, or graphics.
Rescales mining productivity to Space Age progression and puts infinite levels at Promethium Science.
Small changes concerning balance, gameplay, or graphics.
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.
A Spidertron Generator. Play with new and unique spidertrons, and generate your own!
Mods introducing new content into the game.
This mod allows you to 'repurpose' the biters for the expansion of the factory. * Want a deeper combat experience in factorio * Would like a more complex balance between the player's relationship with the biters * Just gotta have a secondary option for getting oil early game
Mods introducing new content into the game.
Unlimited Power give you the options to create new ____ with a maximum number of 255. Amount of new ones can be between 5 and 255 you can change it in the settings. Color is base on the number to generate it. ___ have allways the same color on every startup
Mods introducing new content into the game.
Adds three more biter and spiter tiers: Gargantuan, Colossal, and Leviathan. They begin spawning at 93%, 95%, and 97% evolution.
Mods introducing new content into the game.
Krastorio 2 + Space Exploration + Quality of life + Interfaces + Harder enemies + Fun tech
Collections of mods with tweaks to make them work together.
A personal modpack for quality of life improvements in Factorio. This Modpack is intended for my personal likes and preferences. It is not intended to be used by anyone else, but feel free to use it if you like. All credits goes to the original mod authors.
Collections of mods with tweaks to make them work together.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
A mod-pack which aims to make the world more interesting, and surviving... less than trivial. Gather your wits and explore a new take on Factorio progression. Keep your friends close, and your flashlights closer. It's about to get DARK.
Collections of mods with tweaks to make them work together.
This mod allows you to decrease time and material requirements for recipe fabrication.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Enhanced nuclear explosions with mushroom cloud graphics, dynamic multi-layer lighting, distance-based sound effects, and optional radiation damage. Now compatible with 12+ nuclear mods. Ported from Factorio 1.x.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a recipe to make Carbon Fiber without organic components. Meant to be less efficient than organic Carbon Fiber to encourage production on Gleba. Configurable.
Small changes concerning balance, gameplay, or graphics.