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The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
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A charging mod that will recharge batteries in vehicles and power armor when near a charging pole.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Start with pre-space equipment and construction bots, as well as basic robot speed research unlocked (absolute necessity). The objective of this mod, in contrast to other mods that don't take into account Space Exploration, is making it so that it actually feels like an accomplishment when you reach the spacesuit, the mk2 equipments locked behind space science, and the portable fusion reactor which in SE is very late-game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A custom pipe with 4-way fluid connections that can interface with both similar custom pipes and standard underground/normal pipes.
Mods introducing new content into the game.
This mod adds a janky version of the Big electric mining drill from the as-yet-unreleased 2.0 Expansion.
Mods introducing new content into the game.
This mod reverses changes made by Bob's Logistics which make Requester Chests a much easier research technology than in Space Exploration.
Small changes concerning balance, gameplay, or graphics.
When want to remove, or mine, a tile, it was faster. Now compatible with Dectorio and BioIndustries. Double speed when cutting trees too.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod changes the normal prices of recipes and technologies to cheaper ones, allowing for a much faster gameplayer and expansion. Designed for a quick factorio gaming session.
Small changes concerning balance, gameplay, or graphics.
Rotate fluid inputs and outputs of buildings (fork for Space Exploration + Krastorio2 compatibility)
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Flatter, cleaner and more advanced beacons. Add more modules, use productivity, drive over beacons, and use the old low res textures. Change and customise whatever you like about the beacon.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds rotatable very long warehouses (chests) aimed at train stations to the game.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A multipurpose aerial transport. In other words: a flying truck. With AAI, will refuel/rearm nearby AAI units. Comes in 4 versions: Hauler, Bomber, Special Operations and Gunship
Mods introducing new content into the game.
Everything is done instantly using little electrical energy. 没有制作时间
Mods introducing new content into the game.
Mods introducing new content into the game.
Allows the player to landfill water only close to shoreline. Based on mod Landfill plus by Prehistoric. Thus you cannot landfill whole oceans.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
An "all you need" mod pack! This mod pack is well balanced. It is based on Bob and Angel mods, together with further interesting game changing mods and a well thought collection of quality of life mods.
Collections of mods with tweaks to make them work together.
Distributes the Gridtorio scenario by sOvr9000. You start in a single chunk with iron [item=iron-ore], coal [item=coal], stone [item=stone], and a market [entity=market]. You must sell some basic items for coins [item=coin], and then use those coins to expand to other chunks. Automate trading with markets, capture ruins of enemy bases, and discover how the world changes as you venture farther out.
Scenarios, maps, and puzzles.
Mods introducing new content into the game.