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My personal preference for mods that make life a little easier. Compatible with many mods and modpacks. This mod does nothing on its own.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Merge repeated ingredients (it causes an error otherwise). Only useful in the context of incompatible mods.
Small changes concerning balance, gameplay, or graphics.
/sudo is a command line helper utilty that aims to make common tasks easier by providing shortcuts to commonly used api features. It is a modding, development and administration tool NOT intended for normal play. Use "/sudo help" to get started. I strongly recommended deactivating it once you're done. Prolonged use can cause sloth, desyncs, cheating-addiction and/or desire to write your own mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Trains have a balanced upgrade system branching between power and top speed. They also are much heavier, plowing through players and biters without slowing down. Fuels provide no top speed bonus and less acceleration bonus.
Mods introducing new content into the game.
Custom GEVO-style 4-notch diesel sounds with acceleration-based notching.
Mods introducing new content into the game.
This mod adds real biochemical processes to the game. Alpha version, not yet playable!
Mods introducing new content into the game.
Makes Big and Mk labs (More Labs) accept Basic Tech Card (Krastorio 2)
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Translations for other mods.
Adds a combinator that sets infinite research based on a virtual signal input. Refactored for compatibility with Factorio 2.0 and Space Age mod.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
A more cut down version of my Only Nauvis mod. Plays more like vanilla Factorio but with added Space Age buildings and infinite tech.
Large total conversion mods.
Underground fish with underground surprises + ๐ท๐บ ๐ง๐ช ๐ช๐ช ๐ซ๐ฎ ๐ฏ๐ต ๐บ๐ฆ ๐ธ๐ช locales
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds fish related content, also there's coolbiters now apparently, adds fishy science and evil science.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Randomizes most recipe ingredients while balancing the expected total resources needed.
Large total conversion mods.
Adds a tier 2 agricultural tower which plants trees more densely and consistently.
Small changes concerning balance, gameplay, or graphics.
Adds a turret with almost the same default settings as vanilla : aim is to balance a scenario with K2; custom biters and wave defense.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.