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Overhauls the power network to use the game's built-in fluid system in an attempt to make electricity more realistic. Adds working transformers for high power transmission, and creates various new and interesting power distribution challenges. Similar to the mods Flow Network and High Voltage, but significantly different by being the first mod that uses no on-tick power calculations. This means the UPS impact should be minimal for non-gigantic bases.
Mods introducing new content into the game.
This Mod adds new tiers for Power Poles for the Small, Medium, Large and Substation once. [[reupload]]
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds windmills for power. For best results keep spread and near water if possible
Mods introducing new content into the game.
The void miners mod adds in a whole new way to create resources on a small or large scale, enabling you to thrive on no resource/resource stricken or island maps. Through the power of electricity, you can fabricate basic resources with ever faster and more capable machines. supports all BZ mods, K2 and SE
Mods introducing new content into the game.
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).
Mods introducing new content into the game.
Adds in three selectable sounds from Tiberian Sun, Red Alert and the older Command and Conquer titles to play with programmable speakers when your power supply cannot keep up with demands or shuts down. This was originally Jewel724's mod! Factorio 0.16-0.18 by 8ZN. Factorio 1.1 support by Sil3ntStorm
Small changes concerning balance, gameplay, or graphics.
This mod adds high-discharge accumulators for decoupling power networks.
Mods introducing new content into the game.
Allows copying of signals from a power pole to a Constant Combinator, effectively snapshotting the values.
Mods introducing new content into the game.
This mod reshapes the steps of nuclear processing to be more complex and realistic. Introducing 3 new types of nuclear reactors emulating the different power plants in real life, plus new elements of the periodic table to generate nuclear fuel and later, with nuclear wastes, powerful weapons.
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.
A single steam turbine that provides the same steam consumption and power production as many vanilla turbines. Intended to improve performance by reducing entity count and fluid calculations.
Mods introducing new content into the game.
This mod sets the idle power draw of laser turrets in Krastorio 2 back to vanilla. Use this if you're playing with Rampant, for example.
Mods introducing new content into the game.
My first mod that adds a simple source of geothermal power to the game. Superheated steam can be extracted from geothermal vents and used to run steam engines or produce water.
Mods introducing new content into the game.
SE Qol. Similar to Space Exploration Simplified but more change. Change rocket fuel stack size, space-pipe length, burner-turbine max power output 1GW. Change rocket-fuel-with-ammonia result count. delivery-cannon-capsule just need 0.1 heat-shielding. And !!! Armstrong cyclotron jet turbine generator !!! Scanning is prohibited . robot-attrition can set to 0. allow space build on land. allow skip land tech... 太空探索简化,减少套娃拧麻花,加速通关,主流程影响较小,放心食用。可设置跳过地面阶段,太空建筑地面放! 禁止扫描,因为没任何卵用!
Mods introducing new content into the game.
Adds medium and high power lamps that use more power to illuminate a larger area. Includes slightly altered vanilla textures.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
2 better fusion reactors that allows you to have ultimate power! --Originally created by xPlo, updated to 1.1 compatibility.
Mods introducing new content into the game.
Improved compatibility Power Armor MK3 from SchallAlienTech and bobwarfare mods. Power Armor MK3 (SchallAlienTech mod) now depends on Power Armor MK5 (bobwarfare mod). Armor of Armor MK3 stats have been improved. Now it's like a Armor MK6
Small changes concerning balance, gameplay, or graphics.
Toggle constant combinators, power switches, and locomotives on or off using a hotkey (default: F). Plays different sound cues for on/off toggles. Should work with most modded constant combinators.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Increase supply area and wire distance of all Vanilla poles and the substation
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.