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Adds to the game advanced, high-speed machines for the Assembly of components that are 16 times higher than the vanilla machines 3 levels. Balanced. Language en, ru, de, fi.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Increases the cost of underground belts to realistic amounts.
Mods introducing new content into the game.
Mods introducing new content into the game.
Quality of life mod for simplified belt building with special belts that automatically create ghosts
Mods introducing new content into the game.
Just a new Assembling Machine 4 that instant create the materials. Make some of the chemical plants recipes too.
Mods introducing new content into the game.
Enforce player to use automation and tools upgrades by slower character actions. By few upgrades, player actions will return to normal, so it has effect just from beginning.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds a subtle tint to the glow of burner entities depending on what fuel they're using.
Small changes concerning balance, gameplay, or graphics.
Contains all the support code that allows for electric vehicles and their recharging. Powers the the Electric Vehicles: Reborn mod. Based on mknejp's Electric Vehicles mod
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod is meant to increase compatibility between Space Exploration and Angel's Mods. See details for more info. It was build for Space Exploration 2 and will not work properly with newer versions. (SE 3 +)
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod attempts to fix incompatibilities and balance problems between mods. Report issues to my github.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
convert alien recipes of EndGameCombat for AAA agile alien academy (=double bonus :) )
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
A helper mod to quickly create train station blueprints for different train lengths and individual needs.
Mods introducing new content into the game.
Factorio but everything must be crafted using the power of SCIENCE! ... the science of Factorio. Procedurally generates science-pack energy tokens that are added to the ingredients of every recipe that is unlocked by said science pack at the relevant level, so it should be compatible with most other mods.
Large total conversion mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Status bars, compact-combinators to hide your gigantic circuitry inside a 2x2 entity with has 12 io-ports, circuit-poles, optimized lamps for displays. (All UPS friendly)
Mods introducing new content into the game.
Each player can change rank of another player but each action costs a rank. This system effective when more than 4-6 players. Fully customizable. This mod isn't compatible with some scenarios due to new permissions for players.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.