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Mods introducing new content into the game.
Mods introducing new content into the game.
A Faster collection of Stack and filter Inserters without any animations for lower CPU usage and movement speed. Now includes configurable inserters: move an item from any belt to any lane - over 5 belts! Moves items very fast.
Mods introducing new content into the game.
Freeze food during transportation. This mod adds a whole cold chain logistics that can freeze items in it, includes a fridge, a train wagon, space cargo bay, and a warehouse. Slow down the spoil time in it. Adjustable in settings, default to 20 times. Mom don't need to worry about my agricultural science pack anymore! Just put them into refrigerator! working in progress, feel free to make any pr
Mods introducing new content into the game.
Adds a machine gun variant of Earendels Ironclad as well as a land-turret of the mortar that acts as a mid-game artillery alternative. Also adds a poison capsule variant of the mortar ammunition.
Mods introducing new content into the game.
Mods introducing new content into the game.
Streamlined fork of Thermal Solar Power by MarximusMaximus and others. Contains the basic thermal solar panel (+ large version for better performance), heat exchanger & heat pipe. A new heat loss mechanism has been added, along with various features, visual updates, settings and new mod compat. The mod is carefully balanced for vanilla, but can be configured.
Mods introducing new content into the game.
Adding an environmentally friendly Object. It's looks like wind-turbine. But, this is air-cleaner for reducing pollution.
Mods introducing new content into the game.
Adds loyal prototype spidertrons that follow you around. They can deconstruct nearby orders, build blueprints, and perform upgrades using your inventory. Spiderbots are a basic alternative to early construction mods such as Nanobots and Companion Drones. Deploy / Recall: Alt + S
Mods introducing new content into the game.
Adds a semi-early Heavy Machine Gun turret for Krastorio 2 that takes Anti-Materiel Rifle magazines. Generates AMR magazines if MWR is disabled. Damage and fire rate bonuses on the ammo and turret may not persist if MWR is enabled or disabled on a prior save.
Mods introducing new content into the game.
Logistic robots are available from the start. Adds a new tier of "steam-powered" robots for the early game, and several new tiers for later.
Mods introducing new content into the game.
Features: - Soil degradation/evolution - Floods - Drought - Fires - Fires burn the soil - Trees expantion - Trees evolution - Rotting trees - Weathering of cliffs - Dynamic daily cycle with presets, seasons - Hi Ripley - 🇺🇦
Mods introducing new content into the game.
Adds friends - now to Factorio 2.0 WORK IN PROGRESS - crashes may occur - use with caution !
Mods introducing new content into the game.
Nuclear powered robots that don't need to recharge. Forked from Buggi's Nuclear Bots and changed to have a more balanced formula, not have 3x the speed of normal bots, fire immunity, and some acid resistance for construction bots. Finally a use for all that Uranium that piles up! The recipie was scaled to require as much energy as a normal bot would use in 21 years - about the same time that a nuclear submarine reactor core lasts.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds a more balanced counterpart to other, popular waterfill mods. Keeps buildings, spidertrons, cliffs, and other entities safe from being destroyed by waterfill, while still letting you use offshore pumps wherever you like. Highly configurable, and fully compatible with several popular mods including Space Exploration and Cargo Ships. Walkable to prevent you from making impenetrable defenses.
Mods introducing new content into the game.
Mods introducing new content into the game.
Allows for you to mark ore fields for more in-depth extraction, at the cost of requiring additional processing.
Mods introducing new content into the game.
Have accumulators actual and total charge as signals in your circuit network, with capabilities to measure capacities up to about 1.8 × 10^308 joules. We use the electric network id for accounting of all calculated values within each electric network
Mods introducing new content into the game.
Mods introducing new content into the game.