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Mods introducing new content into the game.
A small mod that adds nukes and artillery shells that are designed to destroy swathes of cliffs, because who likes ciffs??
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Allows you to customize and tweak cliff explosives makes them cost 1 grenade and 1 explosive by default, this also provides settings to tweak the Tree Nuke mod recipe but DOES NOT change it by default.
Small changes concerning balance, gameplay, or graphics.
Reverts research requirements for cliff explosives to 1.1 so they can be researched without leaving Nauvis
Small changes concerning balance, gameplay, or graphics.
Hide recipe and technology cliff explosives. Does not affect already created items.
Small changes concerning balance, gameplay, or graphics.
Reverses the recipe and research changes done to them by space age.
Small changes concerning balance, gameplay, or graphics.
Factorio - space-age: This mod makes it possible to unlock the Cliff Explosives on Nauvis and not have to go into space first.
Small changes concerning balance, gameplay, or graphics.
This is a simple mod that add way to generate specific landfill for Fulgora as well as for Vulcanus, plus, add extra cliff explosive specific for Nauvis and Fulgora.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Return cliff explosives and artillery turrets back to nauvis! And add something else to make Vulcanus worth it, while I'm at it.
Mods introducing new content into the game.
Reverts the cliff explosive, Speed-, Productivity-, and Efficiency module, as well as artillery research- and recipes to vanilla. Infinity researches are untuched. Rebalances quality modules' effects because developers clearly out of their mind lately.
Small changes concerning balance, gameplay, or graphics.
Allows players to slowly mine cliffs prior to researching cliff explosives. Quick fix for 2.0.
Small changes concerning balance, gameplay, or graphics.
Lowers the research requirements and/or cost/limitations for Cliff Explosives, Foundations, Landfill and Rail Supports. Optionally increases Rail Support reach.
Small changes concerning balance, gameplay, or graphics.
Unlocks elevated rails earlier. Also allows unlocking cliff explosives earlier, and building ocean rail supports on Fulgora without having to go to Vulcanus.
Small changes concerning balance, gameplay, or graphics.
Adds Demolisher riding! Ever wanted to use a big worm as a protective shell while you work on your factory? Use it as a means of cliff destruction? Exotic taxi? Dune cosplay?
Mods introducing new content into the game.
Adds quickbar buttons that complete or remove research for foundations, landfill, or cliff explosives.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Allows cliffs to be mined by hand. A pile of rocks won't stop the engineer. Also allows bots to remove cliffs. Original idea by DemonX3 and north1605; adapted for the new Space Age cliffs.
Small changes concerning balance, gameplay, or graphics.
Just because you have walls, cliffs, and water, it doesn't mean you are safe. Adds a new enemy that spawns on the Spitter spawner called the Flier - an enemy that which is able to soar over the terrain and the tougher enemies could even spew fire. Mod settings contains options to enable fire abilities and spawning chance tweaks.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Provides an equipment grid component that automatically orders the removal of nearby natural obstacles: trees, rocks, cliffs, and water. Also converts collected trash into landfill.
Mods introducing new content into the game.