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Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Makes Fulgoran lightning storms random in length, more damaging, and able to hit locomotives.
Small changes concerning balance, gameplay, or graphics.
In short, all common systems in one mod and they are based on events to make everything simpler. One API for all solutions. New events, easy integration and maximum compatibility + safe switchable commands and customizability (Mod devs, please, check GitHub repository first) I have more libraries etc. in https://github.com/ZwerOxotnik/zk-lib Anyone can translate the mod on Crowdin. https://crowdin.com/project/factorio-mods-localization
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds all the cars/tanks I've done so far.
Collections of mods with tweaks to make them work together.
Removes the Utility science pack requirement from Logistics research, allowing access to it earlier in the game
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Add tier 2 laser turret + research. Stack size and range configurable. Vanilla friendly.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Adds a small line to all settings descriptions indicating what the limits and defaults are for that setting.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Power Poles for max reach. Fixed for compatibility with LightedPowerPlus
Mods introducing new content into the game.
Vicrox is a Fulgora & Nauvis replacement to be used as part of the Solar System++ and Journey projects. It uniquely blends mechanics from both planet production mechanisms together on tight Fulgoran style islands.
Mods introducing new content into the game.
Changes the visual effect of nighttime to look more like daytime and less dark and gloomy. The default is a blend that's 30% of the way between night and day, but you can configure it with mod settings in the main menu (changes require a game restart) This mod is purely cosmetic and does not affect solar power or the length of day/night - only the appearance is changed.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
🍎🍊🍇 add new delightful fruits, new fruit processing machines, vegetables, animal products, baking, wine making, restaurants, agricultural expansions, trade systems, decorative items, energy sources, technology branches, creatures, and events.
Large total conversion mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
More Colors for Vehicles, Players, Trains, Train Stops, Tanks, Cargo Wagons, Fluid Wagons, Spidertrons - RGB color picker with saturation control - Copy/Paste colors (Shift + Right Click → Shift + Left Click) *Vehicle color is independent of player color*
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A mod that copy Krastorio's roboport and charging station in Factorio 2.0 ! All credits go to original dev and creators because code and graphics come from the last version of the mod !
Mods introducing new content into the game.
Mods introducing new content into the game.
This mod modifies the recipes and energy costs of utility robots to make them available in the early game and cheaper overall. Updated to Factorio 2.0 by BCC.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.