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Dig a hole to get some landfill, resulting in a hole of water. Then you can replace the land somewhere else...
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
This mod adds a new way to create mineralized water and changes stack sizes of sodium and sodium hydroxide.
Small changes concerning balance, gameplay, or graphics.
Mod Mash Splinter for Ore Processing. Allows conversions of one ore to other ores, Costly but can help if in surplus of one ore or really need another.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Gives smaller logistic chests to use in the early game, unlocked with logistic bots technology. Compatible with Space exploration. Needs AAI containers.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Changes the artillery wagon, such that it now has the same range for manual and automatic firing.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
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.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A wall that's impervious to explosions, and much stronger than stone walls, but at a higher price.
Mods introducing new content into the game.
Adds all the cars/tanks I've done so far.
Collections of mods with tweaks to make them work together.
Mod Mash Splinter for Subspace Logistics, adds super material which allows matter subspace storage and transport
Mods introducing new content into the game.
A function library and modular high-level modding framework with a focus on runtime scripting.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
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.