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The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
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Mods introducing new content into the game.
Sets the entire world to refined concrete. Uses a more performant way to set the tiles. Removes annoying rocks, fish, and decorations (optional).
Mods introducing new content into the game.
This mod will toggle the player's run speed multiplier (applied after all bonuses) to one of three configurable values with a keypress (F6 by default, but configurable).
Mods introducing new content into the game.
Quantum connection between belts; UPS-free, multiplayer, multiple forces and surfaces compatible
Mods introducing new content into the game.
Globally tweak the range of all electric poles and substations, including those from other mods, using a simple multiplier.
Small changes concerning balance, gameplay, or graphics.
This mod adds a craftable chest that contains an infinite supply of science packs. 0.17.x Patch
Mods introducing new content into the game.
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. This mod will make the minerals infinite, when you place a mining tool on the ground it will mine a lot of minerals. Always test the mods you install on a new save and backup the saves you don't want to lose.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Globally tweak the logistics, construction, and radar ranges of all roboports using simple multipliers.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Have you ever wondered how distroying alien spawners ended up helping the aliens evolve? Or have you ever wanted a way to reduce the alien evolution factor? Or do you sometimes want to be left in peace to build your factories, but find peaceful mode a little too easy? This MOD solves these problems :) Destroying alien bases will reduce alien evolution This MOD is designed to introduce a new difficulty level between Peaceful and Normal
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Adds various game mechanics, a variety of new resources, big machines, and new planet to visit. On the other side of the star lies a mysterious Gaia holding the remains of an alien civilization.
Mods introducing new content into the game.
Adds early game construction robots to greatly improve the quality of life of base building. Uses the standard Factorio portable roboport mechanics. Inspired by Nanobots. Compatible with Bob's Electronics. Modified to get faster and cheaper drones. Original author is Aidiakapi.
Mods introducing new content into the game.
Makes construction bots and malls mostly obsolete by automatically crafting and building ghosts for you. Will handle most things construction bots are doing, like deconstruction, upgrades, placing/removing tiles, inserting modules and repairs.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Big Electric Poles and Railtrack are invulnerable, and ignored by biters. This mod can be safely removed, but the invulnerability will remain on any entity unless you remove and rebuild it. Originally by Ranakastrasz. Updated for .17
Mods introducing new content into the game.
When you put the turret on the ground, it comes with 1K bullets. Now works on any modded Ammo Turret too, like bob warfare. You can choose to enable: Reload all your turrets with one-click.
Mods introducing new content into the game.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.