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Mods introducing new content into the game.
Convert standard rails to naked rails, removing the gravel and/or sleepers. Can also change rails to rail remnants for a destroyed look.
Mods introducing new content into the game.
Mod Mash Splinter for Ore Resources and Intermediates, adds ores, fluids and Intermediates used by other splinters
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.
Adds friends - now to Factorio 2.0 WORK IN PROGRESS - crashes may occur - use with caution !
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.
Adds 4 storage tanks, all of them designed to look similar to their vanilla counterpart. A Factorio 2.0 port of the mod "Zithorian's Extra Storage Tanks" by Zithorian.
Mods introducing new content into the game.
Mods introducing new content into the game.
Equip your vehicle with a Quantum Carburetor, select destination position, put bunch of fuel, then accelerate to 88 km/h β and teleport wherever you want! Even on other planets ;)
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 - πΊπ¦
Mods introducing new content into the game.
Start with burner labs, inserters and assemblers, slow belts, and limited access to fuel. Research electricity with a new science pack and better fuel refining methods up to renewable energy.
Mods introducing new content into the game.
New furnaces, fitted for loaders using; the smelting speed is the same as transport belt; supports standard (yellow), fast and express belts and loaders.
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 Γ 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.