Search the Mod Portal by entering a search term.
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The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
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Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Replaces the vanilla offshore pump with a burner version and adds an electric upgrade.
Small changes concerning balance, gameplay, or graphics.
Adds realistic artillery shell variants: Fragmentation, Napalm, Fuel-Air Explosive, Nuclear, and Antimatter. Each shell type has unique explosion characteristics based on real-world physics. Includes Rampant compatibility with scaled damage values.
Mods introducing new content into the game.
Adds extreme large cartridge belts with plasma damage to the game. 2000 bullets, stackable in 20 magazines. Deals a large amount of damage. Supported languages: - Russian - German - English It was made for my GAU-8A Avenger portable Minigun mod: https://mods.factorio.com/mod/minigun
Mods introducing new content into the game.
Adds new tiers of nuclear reactors with the goal of minimizing entity counts and allowing updates-per-second (UPS) friendly nuclear setups. Also, adds a burner heat source that requires green and red science to allow the efficient use of coal with turbines and heat exchangers.
Mods introducing new content into the game.
Every N minutes or by a command or on player death, players will be teleported in another world(s) on the same position where they were from the previous world. Kinda, a new challenge for you. (Works as a mod) Anyone can translate the mod on Crowdin. https://crowdin.com/project/factorio-mods-localization
Scenarios, maps, and puzzles.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Add lots of types of science packs to spice up your set-ups with additional production lines! Includes 37 new science packs.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds Space Exploration compatibility for Loaders Modernized
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Alternate beacon graphics from FFF-339. Intended for use in other mods. You can disable the replacement of vanilla beacons in the mod settings.
Mods introducing new content into the game.
Dead aliens are now good aliens! Aliens will pay for your base defense! On their death, they bring back the 0.14 alien artifact. They also drop alien ores as loots, which can be morphed into ordinary ores like iron ore. Also adds alien science pack that can be used for research in other tech mods. Well-suited for combat-heavy, no-mining scenarios. Tweaked to increase loot drops.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Removes all technologies about dealing with aliens or costing military science packs for alienless runs. Can be applied to an ongoing game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Faster lab, 4x4, 4 modules, pretty, intermediate lab between lab and biolab ♥ BiusArt
Mods introducing new content into the game.
Fixes original behaviour of overwriting 'Logistic' technology so Splitters and inserters could not be researched and used. Do not install with original mod. Original autor and description: n0t49a1n. Reduces the build/research cost of miniloaders.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Removes the +300% productivity cap on recipes where the product recycles into itself. In other words, you can't loop recycling to get unlimited resources, but you can still get more than 4:1 for some recipes.
Small changes concerning balance, gameplay, or graphics.