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Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
An overhaul of the air filtering mod by Schorty. Includes complex air filtering steps to remove pollution.
Mods introducing new content into the game.
Adds a machine gun variant of Earendels Ironclad as well as a land-turret of the mortar that acts as a mid-game artillery alternative.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
63 items, 30 effects, lots of fun! Author: OwnlyMe Modified by ZwerOxotnik Anyone can translate the mod on Crowdin. https://crowdin.com/project/factorio-mods-localization
Mods introducing new content into the game.
Have power consumption and power production as signals in your circuit network, with capabilities to measure the electric network statistics up to about 1.8 × 10^308 watts. Additional envelope signals for maximal projected electric production/consumption are also provided. We use the electric network id for accounting of all calculated values within each electric network
Mods introducing new content into the game.
Adds scaled up versions in different sizes for various pipes and pumps. Designed for supporting scaled up machines from “Schall Machine Scaling” mod. Includes pipe, pipe to ground, pump, offshore pump, heat pipe. (Locale: English, Deutsch, 正體中文, 简体中文, Português Brasileiro, Русский)
Mods introducing new content into the game.
What do you get when you attach 2 flamethrowers to a train wagon? A flamethrower wagon of course!
Mods introducing new content into the game.
Import and export quickbar filters as blueprints. Set a default template that will be applied when you start a new game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a sussy laptop on which you can see the red & green signals.
Mods introducing new content into the game.
The Nullius overhaul with a curated pack of 25 other compatible mods that provide convenient options without radically undermining normal gameplay. All third party techs are integrated into Nullius tech tree, and all recipes are reworked to use Nullius materials. Subset of the Nullius Maximus Modpack.
Collections of mods with tweaks to make them work together.
Adds 5 furnaces whose crafting speed depends on the transport-belt speed * 3. Energy consumption and pollution is appropriate. In the settings, you can increase energy consumption. Сan work with other mods for example angelssmelting, bobplates, PY, IndustrialRevolution. Language en, ru, de, fi.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
A tiny mod allowing rails (with rail signals) to be placed over water tiles. (Locale: English, Deutsch, 正體中文, 简体中文, Português Brasileiro)
Small changes concerning balance, gameplay, or graphics.
Automagically collects all the loot, on all surfaces. Useful in combination with artillery. Convenient for mods that add loot when aliens die, like Bob's mods, Necromant, Reika's EndgameCombat, Alien Loot Economy and Alien Space Science. The chest acts now as a passive provider chest and gets unlocked with logistic-robotics tech.
Mods introducing new content into the game.
Automatically start handcrafting an item that is quickbar filtered (or in logistics requests) that you don't have enough of whenever your crafting queue is empty. Prioritises items in your cursor and what you need the most. It's like having logistics deliveries for early game!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Collections of mods with tweaks to make them work together.
Track and visualize uptime/downtime ratio of assembling machines in real time with colorized overlays.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.