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Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Sets the size of all output fluidboxes to 1, preventing buildings from building up large buffers of fluid in their outputs.
Small changes concerning balance, gameplay, or graphics.
Based off the original Organizes fluid patches into a grid. (https://mods.factorio.com/mod/Oil_Patch_Organizer)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Collections of mods with tweaks to make them work together.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Oil wells are no longer infinite. Also removes infinite stat from lith water from angels and bob's mods. I didn't find anything about amont, so use 25% spawn for all "unlimited" resourses
Mods introducing new content into the game.
Adds technology for different recipes to convert fluids to items and to convert them back. In addition, some fluids can be transformed into other fluids in this way. Furthermore, recipe variants for all products can be added, to replace fluid ingredients with solidified fluids. Various aspects like recipe availability and stack size are configurable.
Mods introducing new content into the game.
Creates several identical surfaces using the map seed that you can travel between. Also provides means of transporting items/fluids/energy between surfaces.
Mods introducing new content into the game.
Divide all fluid values used throughout the game by 10. Pipes and pumps are unaffected. Significantly decreases troubles with pipe throughput.
Mods introducing new content into the game.
the space exp portion is for 6.0 and above WARNING! compressed fluids/high-pressure fluids mod DOES NOT WORK with this mod because I have my own compression ratios. You can change them in the settings but I strongly recommend that you don't due to messing up balancing. This mod decreases the total number of assembly machines needed in megabases by creating x10, x100, x500, and x1000 variants of most of the recipes. This mod is still under work with more mod integration and...
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Increase the yield of a core mining drill by giving it a special fluid.
Small changes concerning balance, gameplay, or graphics.
Makes FMF recipes much more expensive and brings them in line with IR3 recipes.
Small changes concerning balance, gameplay, or graphics.
Introduces more fluid containers to increase fluid storage and shipping. Containers can be configured to require cleaning after use.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Customize the fluid capacity of barrels / bottles / canisters. Extended for AngelBob's...
Mods introducing new content into the game.
Fluid signals can be found again in their "Fluids" tab
Small changes concerning balance, gameplay, or graphics.
Reads all assemblers input inventory in tower area. Put to circuit network how many items (not fluids) needs to complete a recipe. Empty assembler reads a recipe. Assembler with output full state does not count.
Mods introducing new content into the game.
All core mining drills now require a special fluid to function at all.
Small changes concerning balance, gameplay, or graphics.
Xor's mod, but unbroke the casting machines so they're the same fluid directions as SE - Xor's mod changes the casting machines to tile up and down rather than side to side. Contains tweaks and additions of various small things for SE (and K2 if installed). All toggleable via settings! Check Xor's mod description for list.
Mods introducing new content into the game.
Forked! Lets you configure the max speed of Cargo wagons, Fluid wagons, Artillery Wagons, and (if installed) Vehicle Wagons
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.