Mods introducing new content into the game.
Large total conversion mods.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Scenarios, maps, and puzzles.
Collections of mods with tweaks to make them work together.
Translations for other mods.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Transportation of the player, be it vehicles or teleporters.
Augmented or new ways of transporting materials - belts, inserters, pipes!
Trains are great, but what if they could do even more?
New ways to deal with enemies, be it attack or defense.
Armors or armor equipment.
Changes to enemies or entirely new enemies to deal with.
Map generation and terrain modification.
New Ores and resources as well as machines.
Things related to oil and other fluids.
Related to roboports and logistic robots.
Entities which interact with the circuit network.
Furnaces, assembling machines, production chains.
Changes to power production and distribution.
More than just chests.
Change blueprint behavior.
Play it your way.
Quick little mod that fixes the inability to use productivity modules with Atlas1205's Petroleum Condensation mod. Also works with Schall Modules.
Small changes concerning balance, gameplay, or graphics.
Replaces the spawner graphics to more neutral ones for trypophobia. Worm graphics and non-cubism options coming soon! Original by Adil
Small changes concerning balance, gameplay, or graphics.
A mod I made which fixes some issues with MSP and SE in my rather large modpack. It makes burner labs accept the required sciences and fixes a few tech prerequisites
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mod that adds tinted pipes for all fluids and fluids from mods with lock so they only work for one type of fluid
Mods introducing new content into the game.
Imperfection for those who want a relatively limited change to the vanilla experience.
Collections of mods with tweaks to make them work together.
Internal mod used for testing certain aspects of Factorio that may require interaction with the mod portal. Not for public consumption.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
This mod disables all beacons and modules. It also optionally scales the cost, power use and speed of some buildings that used to have module slots.
Small changes concerning balance, gameplay, or graphics.
Only show alerts for destroyed/damaged buildings that are fully visible on the map. When an outpost's radar loses power, you will stop receiving alerts from the outpost.
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.
Tweaks to the Nullius overhaul mod for Factorio. None of these tweaks are official; use at your own risk!
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Hides every single technology which is not required to research the rocket silo, basically limiting you only to finishing the game.
Small changes concerning balance, gameplay, or graphics.