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Adds technologies to increase the gain of wastefull and expensive processes, such as copper cable, steel, gears, circuits, and engines. Requires omniLib which enables dynamic recipe generation and auto-updating entities in world with newer recipes. Works on items even if mods change their recipes. Updated for Factorio v18
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Adds a translation from English to Japanese for Angel's mods.
Small changes concerning balance, gameplay, or graphics.
Scenario to players only make trains for transport materials between the factories.
Mods introducing new content into the game.
A mod that changes the solar panel to produce 5MW. Also accumulator input modified to 3MW and output modified to 5MW.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Just 2 buttons to zoom extra wide or close, further than actual gui limits ! And a ALT-Z hotkey to direct zoom out.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Nuclear powered robots that don't need to recharge. Fork of Fusion Robots by Mindmix
Mods introducing new content into the game.
Process crude oil into a single product in specialized refineries. (Updated July 2018 for the latest 0.16.x)
Mods introducing new content into the game.
Adds illicit drug manufacture: Bozuco and cocaine production on a grand scale is possible with the lastest Factorio DrugLab equipment. More information: http://www.resourceaddiction.com/factorio-druglab/
Large total conversion mods.
Based on Far Reach, workaround for settings being not applied when you add or update other mods. Adds in-game button that restores far reach settings with just one click.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Every research you make only use Science Pack 1. The recipe of Science Pack 1 is configurable. Works with Modded Technologies.
Mods introducing new content into the game.
Adds a few tiers of underground belt/pipe that can go much farther than standard underground belts/pipes, and charges the player a number of belts/pipes based on the distance between the entrance and exit belt/pipe. When used with Bob's Logistics, it will apply these same effects to it's underground belts.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Reduces the size of the borders around menus and the toolbar, giving you more screen space. Also centers those darn arrows on the quickbar!
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
1 Coal to 50 coals. 1 Coal to 50 raw woods. 1 Coal to 50 iron-ore. 1 Coal to 50 copper-ore. 1 Coal to 50 uranium-ore. 1 Coal to 50 stones. 1 Coal to 2000 crude-oil. 1 Coal to 5000 water
Mods introducing new content into the game.
Russian locale for some mods. Локализация некоторых модов на Русский язык. Переведены: -Afraid Of The Dark -Resource Spawner Overhaul -Big Bags -Even Distribution -Attach Notes -Crafting Speed Research -Explosive Termites -Honk -LoaderRedux -Upgrade Builder and Planner Полный список модов смотрите на mods.factorio.com/mod/MyRUS
Small changes concerning balance, gameplay, or graphics.