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☒ OBSERVATION: YOU ARE REMEMBERING WRONG ——————————— ☒ WARNING: BIO-PSYCHIC DECOMPRESSION ——————————— ☒ FINAL NOTICE: You are now property of the Epoch Engine. The flesh has expired. The voice remains. Welcome to Exotic Industries. ERROR: Subject has begun laughing without mouth. Terminating memory echo. End stream. [Transmission fragments looping in residual substrate.] [You are still listening. You never stopped.]
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds a new group for science packs. Separates nauvis packs from interplanetary ones by default.
Small changes concerning balance, gameplay, or graphics.
Nuclear powered robots that don't need to recharge. For easy mega-base building. Optional Death Explosion.
Mods introducing new content into the game.
The synaptic assembler is a balanced building to craft specific recipes very efficiently.
Mods introducing new content into the game.
Faster, larger inserters to reduce UPS/FPS issues. Modified for pymods. Based on Karoschel's Inserter Cranes. 6x2 and 3x2 cranes with hand stack size 250.
Mods introducing new content into the game.
Turret that throws landmines to automatically replace ones that have detonated, saving the lives of countless robots.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Changes any non-infinite resource into an infinite resource with configurable global yield and depletion.
Mods introducing new content into the game.
This modpack is meant for those players who are looking for a real challenge. Lots of intermediates and resources to find and process. Big logistics problems that you will need to solve to tame the beast that is this modpack. This modpack will take a while to complete, so be ready for the long haul.
Collections of mods with tweaks to make them work together.
Upgrade to walls in space, hyper-resistant to asteroids. Unlocks with carbon-fiber.
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.
Adds the War Rig Truck from Mad Max Fury Road as car and as locomotive. There's also a cargo and a fluid trailer for the locomotive version. Oh and road rails are added as well.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds new planes and aa-guns: Northrop B-2 Spirit (Bomber), B-17 Flying Fortress (Bomber), Junkers Ju-87 (Bomber), Messerschmitt Bf-109 (Fighter), Horten Ho-229 (Fighter), Junkers Ju-52 (Transport).
Collections of mods with tweaks to make them work together.
Makes lamps and modded lamps placeable on water. Useful for Cargo Ships and Beautiful Bridge Railways/Schall Overseas Railway mods in conjunction with mods that alter brightness like Clockwork.
Mods introducing new content into the game.
Early game blueprints now have a use! No more meticulous placement, pipetting, or rotating! Just hover over a ghost and it will be placed. Toggle on/off with SHIFT Y.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
RTS-like scenario for Factorio. Player character is removed, all work must be done by bots
Scenarios, maps, and puzzles.
Compatibility mod between Krastorio 2 and AAI Loaders so Krastorio 2 uses AAI Loader graphics without changing Krastorio loader recipes. No need to change any AAI loader configs, they are all internally configured and disabled.
Small changes concerning balance, gameplay, or graphics.
The Cosmic Incubator creates a miniature universe that harvests unstable and unobtainable materials. Gameplay wise, it generates various ores, with a different set of results on each planet.
Mods introducing new content into the game.