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Adds a new recipe to the centrifuge when you unlock nuclear power, that allows you to reduce 4 stone into 1 stone with a 40% chance of generating an iron ore, and a 25% chance of generating a copper ore.
Mods introducing new content into the game.
Adds non-rechargeable battery equipment, which can be crafted in the early game, and much cheaper than portable solar panel in short-term. Options on enable grid to early armours. Designed for “Schall Recharging Weapon” mod or as backup power to equipment grid. (Locale: English, Deutsch, 正體中文, 简体中文, Português Brasileiro, Русский)
Mods introducing new content into the game.
Bob's radars and big poles can now affect by Big Brothers research. Energy values have been rescaled to account for the new changes as well. Credit to Afforess
Mods introducing new content into the game.
Scans surface after launching a rocket with radars + 🇷🇺 locale You can use https://mods.factorio.com/mod/zk-lib instead
Small changes concerning balance, gameplay, or graphics.
Adds microwave transmission towers and rectenna receivers, for wirelessly charging batteries in equipment grids. Additional receivers can be used to increase throughput. Compatible with most anything that has an equipment grid.
Mods introducing new content into the game.
Mods introducing new content into the game.
A space age extension mod, right after promethium science. This adds a whole new tier of science, focused on matter/reality manipulation. This features late game challenges where your interplanetary logistics skills will be tested, featuring challenges from all planets. Your reward? Master the art of quality products with a final quality tier, and boost your science production with a favorable alternative to quality cycling
Mods introducing new content into the game.
Pasting a recipe to an assembler copies the source assembler's direction.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Armors is upgradable now. Optional have all armors a little inventory size bonus ( can be changed).
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Bots are not minable and wont go to taskbar. Includes mod settings to disable every aspect separately.
Small changes concerning balance, gameplay, or graphics.
Shows the total item amount of what you are holding, unless you hold in a blueprint, then it shows how many times you can complete the blueprint.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Rebalances Pyanodons Raw Ores to have more noticeable productivity gains for each technology tier. This makes the game easier... Sorry?
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Propel yourself all the way from mining stone with your hands to ripping holes in reality. Darkstar Aims to extend the playtime of the game to well over twice the standard. With extra features like Quarries and Ore Probes for mining in lands with no ores, or launching rockets to mine deep space materials. With roughly 664 currently added features!
Large total conversion mods.
Shows chunk and tile grids around the player. Designed for radar placement where its chunk location is important, and for OCD players who want to achieve perfect blueprint alignments. (Locale: English, Deutsch, 正體中文)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds sounds/tones & vocals from C&C RedAlert to play with programmable speakers.
Mods introducing new content into the game.