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- Science packs now require catalyst to produce - Producing a science pack has a high chance to refund the catalyst - QuirkyCat Recycle may also produce slag - Support for BZlead and BZtin
Small changes concerning balance, gameplay, or graphics.
Alright, listen up, I’m not just any mod—I’m the grand finale, the last one to load
Mods introducing new content into the game.
Adds new biological materials and intermediates to basic recipes including steel, circuits, concrete and explosives. To do so it brings several space age mechanics to the Nauvis early game including spoilage, recycling, crushing and agriculture. Also makes significant additions to Gleba including napalm and biodiesel.
Mods introducing new content into the game.
auto built entity, craft item, repair item, fill firearm, fill fuel. increase artillery, character, inserter, laboratory, mining bonus. start with radar, robot.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Allows sharing radar vision accross all teams, handy to play with Oarc while disabling friendly teams
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Translations for other mods.
Adds customizable logistic train wagons with item filters and templates. If there are any errors or issues please let me know and I will get them fixed ASAP
Small changes concerning balance, gameplay, or graphics.
Settle your island and grow your settlement. A total conversion mod for Factorio.
Large total conversion mods.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Modifies the behaviour of thrown projectiles (grenade, cluster grenade, defender capsule, poison capsule, slowdown capsule, distractor, and destroyer) so that if you click outside the radius of the maximum range of the item it is thrown as far as possible in the direction of the cursor rather than not being launched at all. Should work for modded projectiles as well as long as they have a capsule_action type of "throw" and are of type "capsule" (not tested).
Small changes concerning balance, gameplay, or graphics.
Adds hotkey and button to sort open chest. Based on manual-inventory-sort.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Enables upgrade of normal rails, belts and pipes to Space Exploration's space entities.
Small changes concerning balance, gameplay, or graphics.
Makes SE Delivery Cannons more functional without arbitrary and inconsistent restrictions. Allows all plate, ammo, magazine, shell, & circuit entities.
Small changes concerning balance, gameplay, or graphics.
Small Modpack Centered around Biomass mod. There are no natural resources, can you launch a rocket made entirely out of biters? See Mod page for detailed info
Collections of mods with tweaks to make them work together.
Allows changing the scaling of enemy base sizes by distance. This mod is not tested with Space Age and may have unexpected effects.
Small changes concerning balance, gameplay, or graphics.
For private server Storage tank volume to 50K to match 2.0 change to train fluid wagon. Stack size of landfill and wood are now 1k. If Waterfill installed, then stack size of that is 1K If SpaceAge, then stack sizes of various landfill type items is 1k.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a cheap late-game infinite productivity boost for lazy people like me who don't want to build much.
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.