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Small changes concerning balance, gameplay, or graphics.
Doubles (or more) the speed of the Electric Furnace without increasing energy consumption.
Small changes concerning balance, gameplay, or graphics.
'You have forests all over the world. You don’t have fires like you do in California. You know, in Europe they have forest cities. You look at countries, Austria, you look at so many countries, they live in the forest. They’re considered forest cities, so many of them. And they don’t have fires like this. And they have more explosive trees.' - Donald J. Trump
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Changes electric furnaces to require heating coils within the machine, to function properly.
Mods introducing new content into the game.
Adds new startup settings for customising the colour of ghost entities, tiles and wires, both undelivered and when a delivery is on the way.
Small changes concerning balance, gameplay, or graphics.
Demolishers leave no remains, leaving entity ghosts intact. This mod was created specifically with Rampant in mind, where rogue demolishers will ram into your base and destroy your base and the ghosts used to rebuild it.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Adds 2 more Toolbelt and Axe researches, adding an additional +20 inventory space and +200% player mining speed. Handles the researches the same way as vanilla, with the axe upgrades requiring the player to do something rather than research them.
Small changes concerning balance, gameplay, or graphics.
Adds 1x1 Comfortable Loaders for More Belts (mk4–mk8) with speeds 60–120 items/s. Requires Comfortable Loader and More Belts. Original authors: plexpt (Comfortable Loader), Keeper317 (More Belts).
Mods introducing new content into the game.
Allows you to ride/follow the energy beam so you can enjoy the carnage with popcorn.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
God modules. Maximum speed, maximum productivity and minimum pollution (via maximum energy consumption) for your factory. No need to use more than 1 module per building and forget about any beacons!
Small changes concerning balance, gameplay, or graphics.
Start with Modular armor and some other stuff this maybe very OP / cheaty but we use this with https://mods.factorio.com/mod/diurnal-dynamics as you cant use solar panels wen its night 24/7 and its pitch black
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Placing buildings puts modules into them if they are requested. So simple it feels vanilla! Requested by infantryman4life on discord
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Copy and paste logistic chest and inserter filters.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds Toxic resistances to armors, vehicles and walls. For use with Toxic biters.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Burner inserter used KS2 recipe, which softlocked the burner inserter recipe in Lignumis. This mod fixes that.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.