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Small modular nuclear reactors designed to be deployed off-grid at remote sites. SMRs are manufactured as sealed units with a fixed energy capacity, including both fuel and generator components. This means they can be quickly setup anywhere but once depleted must be returned to base for refurbishment. Forked with suggestions and improvements from the discussion page.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Craft liquid rocket fuel directly, bypassing vanilla rocket fuel stage
Small changes concerning balance, gameplay, or graphics.
An Zeus solar panel and an Zeus energy storage device have been added. These two energy buildings are entirely powered by Snouz. I combined them and made some modifications."Snouz" sounds like "Zeus", so it was named "Zeus".no reason. 增加了一个宙斯太阳能板和宙斯蓄电器,这两个能源建筑完全来自于snouz.我将它结合起来并修改了一些东西。
Mods introducing new content into the game.
Uses Google Translate to scramble all the text in the game into mostly unreadable chaos. Most parts of the game, including UI, technologies, recipes, items, entities, and more are affected. Some parts of the game that are less visited are not yet translated.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
Adds gun turret which has 950(400 vanilla) hitpoints and 20 range(18 vanilla). Inspired on GunTurretUpgrade by thereaverofdarkness
Mods introducing new content into the game.
Add resources and stuff from Space Exploration to dark-matter-replicators-18
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Allows you to control a beacon interface with circuit signals.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Fix for space age / vanilla galore that re-adds circuits and copper cable to the electromagnetic plant if there's a conflict with another mod that removes it.
Small changes concerning balance, gameplay, or graphics.
A soft-sequel to Dave-1993's original Dimensional Depot mod. Build local and dimensional depots to access your mall from anywhere! (as seen in other factory games!)
Mods introducing new content into the game.
Personal tweaks I wish to use on servers I run to get other mods to behave in different ways
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This is built on top of Calm your Alerts! https://mods.factorio.com/mod/calm-your-alerts, and adds filtering for entities and priority alerts for other entities. Some portions of the logo are used from https://fonts.google.com/icons and its license can be found here https://www.apache.org/licenses/LICENSE-2.0.html
Small changes concerning balance, gameplay, or graphics.
Rebalances efficiency modules to be viable at all levels, in assemblers or beacons./nChanges:/nLv.1 Consumption -40% Pollution -20%/nLv.2 Consumption -60% Pollution -30%/nLv.3 Consumption -80% Pollution -40%
Small changes concerning balance, gameplay, or graphics.
A tiny electric pole intended for automatic construction where poles are placed every tile.
Mods introducing new content into the game.
Add's an indicator above approaching obstacles when driving a vehicle
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds tissue dropped by biter nests which may be cultivated in a biochamber using bioflux and u-235. The tissue may be crafted into a new nuclear military science pack, various machines (including new military assembler with 50% base productivity), poison gas, uranium ore (centrifuge) and clones.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.