Search the Mod Portal by entering a search term.
To search for specific phrases, surround them with double quotes (").
The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
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There's a lot of caching on this page. It can take several hours for new mods and updates to show up in search results.
Mods introducing new content into the game.
You can research and have uranium nuclear power in the beginning of the game. Uranium ore doesn't need sulfuric acid to mine.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds icons to resources on the map, optionally with a label and the resource count.
Small changes concerning balance, gameplay, or graphics.
Adds a complete new game mechanic: Maintenance! Create a sophisticated spare parts logistics and bring your mall to its absolute limits! UPS-friendly and MP-tested - Now with a fancy GUI!
Small changes concerning balance, gameplay, or graphics.
This mod adds replicators, machines which can produce items using nothing but electricity. Lower tiers of replicators are the most energy efficient and can essentially transform depleted, empty land into a resource. Higher tier replicators can simplify production lines or otherwise act as a convenience. Tier 1 replicators can replace depleted mining drills, allowing your expansion to be for growth rather than necessity.
Mods introducing new content into the game.
A mod that turns science into a liquid that you have to fill science packs with bottlers
Small changes concerning balance, gameplay, or graphics.
This mod allows to spawn resource patchs easily and avoid messy and time consuming resource gathering
Mods introducing new content into the game.
Automatically requests low-fuel trains, easy to set up and highly customizable.
Mods introducing new content into the game.
Enjoy to use my first mod :). Begin the game with construction bots so you may concern yourself more with the design than construction of your base. Now includes a few user configurable startup options, and support for v0.18.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Your barreling dont need, or generates, empty barrels. All modded fluids Support.
Mods introducing new content into 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.
Remove specific prototypes (entity, item, tech, etc) from the game entirely.
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.
This mod revisits the early game of Factorio and pushes the electrification a bit further back by extending the Burner-Stage and inserting a new stage: Steam-Stage (buildings will be powered by steam). The production lines of this mod focus on fuel production, but it also comes with a few new intermediates and a new science package. It does not change the standard Techtree too much, the majority of the related tech for this mod comes before the vanilla techtree even begins. The vanilla...
Mods introducing new content into the game.
Craft and plant (blue-printable) tree saplings that grow into trees, and automate it with the Recursive Blueprints mod.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
An extension to the space extension mod: Change the way science is beiing made.
Large total conversion mods.
Mods introducing new content into the game.