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A Really fun randomized themed planet with tons of new ores, entities, creatures, and well, you'll just have to find out what else. This mod is extremely unfinished, there is not much to do, lots of graphics are broken or missing, and we need help with it. Roviska will completely change the way you play factorio, you will have to solve completely new problems never before seen, discover the ancient lore of the Roviskians, and conquer the ways of randomness. Can you do it, or will you die trying?
Mods introducing new content into the game.
Configurable world generation for 4 corners maps, ribbon worlds, or just an easy walkway
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds 3 new personal power generators with consumables: burner, nuclear, fusion
Mods introducing new content into the game.
Bob's warfare adds a rocket engine item. It seems logical that these ought to be required to launch a rocket. CMHMod used to add this as an ingredient for rocket parts. Now that CMHMod is defunct and its alterations to the endgame have been mostly subsumbed by Bob's Revamp, this mod adds that one small part: it adds rocket engine as an ingredient for rocket parts, and makes the rocket engine recipe additionally require invar and cobalt steel.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds a startup setting to multiply the crafting speed of the stone furnace.
Small changes concerning balance, gameplay, or graphics.
Adds area and precision beacons, each with their own niche use. Area Beacon: A beacon that transmits up to four modules effects over a large area with more severe falloff and diminished per module effects. Precision Beacon: A beacon that accepts productivity and quality, but will have no effect if more than one beacon is affecting a machine.
Mods introducing new content into the game.
Helps with roboport placement by showing ghost roboport coverage areas in Alt-Mode. Fixed overlapping brightness issue and improved performance. Fork of EasyRoboportPlacement by KlauzWayne, updated by Kepler.
Small changes concerning balance, gameplay, or graphics.
Currently WIP. But if you want to try playing the game with space as a source of materials, go for it.
Scenarios, maps, and puzzles.
Automatically configures kill milestones for Schall's Endgame Evolution
Mods introducing new content into the game.
Makes Circuit Wires with Pyanodon Petroleum Handling only require Tinned Cable
Small changes concerning balance, gameplay, or graphics.
Adds a shitty implementation of roboports with a circular sphere of influence
Small changes concerning balance, gameplay, or graphics.
Translations for other mods.
Small changes concerning balance, gameplay, or graphics.
Stone/Coal/Iron/Copper/Uranium/Oil deposits are infinite and do not deplete. Mining speed is default, despite displayed yield over 100%. Oil extraction is dependant on richness of an oil field as in vanilla, however it will not drop below whatever yield it is found with.
Mods introducing new content into the game.
Removes mining productivity technologies from the tech tree.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Этот мод изменяет рецепты конвейеров, разделителей и подземных конвейеров, чтобы сделать их менее дорогими. В этой версии РАБОТАЕТ экспресс конвейер! (Mod by SnipSnipSnipered)
Small changes concerning balance, gameplay, or graphics.
Show % progress, ETA, 5-sec average rate, and unit count on the current research
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds the max capacity of the pipe and storage tank network to the side of their guis.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds an advanced power armor with massive grid, inventory boost and strong defense.
Mods introducing new content into the game.