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This mod sends idle/blocked trains to the depot to get them out of your way.
Small changes concerning balance, gameplay, or graphics.
An alternative to the tech cost multiplier: instead of a flat increase to all technology costs, it progressivly applies a higher and higher multiplier the deeper in the tech tree the tech is.
Small changes concerning balance, gameplay, or graphics.
Make electronic circuits from uranium. They are both green so this is totally plausible.
Small changes concerning balance, gameplay, or graphics.
Why should Spidertron have 8 legs? You can customize the number with this mod (affects ALL spidertrons). IMPORTANT: Due to a base game bug, Factorio will crash if you change this and then load a save that already has a spidertron on the ground. To work around it for now: Pick up your spidertron(s), save, change this value in mod settings and restart game, and put them back down.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Some tweaks for pY (for more consistent gameplay, with fixes for a number of annoying moments). Every change is configurable.
Small changes concerning balance, gameplay, or graphics.
Removes the infinite power generation granted by the offshore oil-pump, by setting power production of the EEI to 0
Small changes concerning balance, gameplay, or graphics.
Rebalances the cost and tech requirements of AAI Loaders, taking the previous tier and similar ingredients, like the other vanilla belt buildings.
Small changes concerning balance, gameplay, or graphics.
Unlocks the loaders with their matching splitter instead of having its own technology.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Modded Version from MFerrari's RPGsystem. This mod adds a basic RPG system to the game (XP, level-up and skills)
Small changes concerning balance, gameplay, or graphics.
Allows you to change the probability of uranium processing and enrichment producing uranium-235, this is a slightly edited version
Small changes concerning balance, gameplay, or graphics.
Logistic System and Kovarex Enrichment Process will only require red, green and blue science packs (This can be disabled in Mod Settings) Small tree collisions and more light in the dark. 2026/02 - Added Tech-Check for Addon compatibility 2025/01 - Updated for Space Age and added Support for Vanilla - Added option to disable sciences changes in Mod Settings
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Allows Stargate mod back into the game in Space Exploration earlier than SE intended, but as soon as originally planned.
Small changes concerning balance, gameplay, or graphics.
Removes the Utility science pack, rocket science pack, and space science pack requirements from Logistics research, allowing access to it earlier in the game. Adapted from Space Exploration Early logistics system HomicidalBarber and adapted again from ttgspeed's mod. Fixed to work with Krastorio2 and AAI containers mod.
Small changes concerning balance, gameplay, or graphics.
Allows the logistic system technology to be researched with chemical science. Compatible with SE.
Small changes concerning balance, gameplay, or graphics.
Various optional tweaks to make nuclear power a bit more sensible and easier to get started with.
Small changes concerning balance, gameplay, or graphics.
This mod integrates Krastorio 2 materials into Expanded Rocket Payloads Continued and optionally SpaceX and Ion Cannon.
Small changes concerning balance, gameplay, or graphics.
Allows to color default factorio lamps through circuit network signals R, G, B of level 2-255 each. This allows for pretty much all colors you would ever want. Limitation: Lamp should be always off via circuit condition.
Small changes concerning balance, gameplay, or graphics.