Recently updated mods

Circuit Processing


A mod for Bob's mods. Reintroduces green to red to blue circuit progression. New circuits result in overall increased resource usage. Reduces module count and types.

2 days ago
0.15 - 1.1
105069

Super-Cheap Mode


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.

15 days ago
0.16 - 1.1
3587

Cheap Mode


This mod is the opposite of "expensive" recipe and technology settings and reduces the prices of things in the "normal" price settings. Prices are reduced in the same ratio by which they would be increased with the "expensive" settings. Since the "expensive" technology recipes are the same as "normal", this mod simply reduces the technology costs by approximately 4, since the official Marathon settings use a technology price multiplier of 4.

15 days ago
0.16 - 1.1
2153

Custom Modules


This mod adds custom way of making and combining modules (54 new modules).

16 days ago
0.16 - 1.1
5429

Freedom for modules


Allows all modules to be used anywhere. No more "it's not an intermediate product".

23 days ago
0.16 - 1.1
1487

Hardcore Start

by ouk_ouk

Removes the default items in from player's inventory on spawn/respawn. (Possible to configure to remove only weapons or leave only them.) Before disabling/removing this mod, restore the default items on all your saves. (Load the save, change mod settings and save again.)

29 days ago
0.16 - 1.1
1213

Settings For Bob's Greenhouse

by Vas

Adds settings to the game to lower the speed at which Bob's greenhouse produces wood, with an optional setting to allow you to lower the power usage by the same amount. If you don't change the settings, it will default at original speed and power usage.

a month ago
0.16 - 1.1
2178

Nanobots: Early Bots

by Nexela

Early ghost building robots, A special nanobot gun automaticly revives blueprint ghosts near you if you have the items in your inventory. Also reprograms personal construction bots to deconstruct items on ground.

a month ago
0.14 - 1.1
529211

ScienceCostTweaker Mod (mexmer)

by mexmer

Allows the cost of research to be tweaked, in terms of count, science packs and time. Edit its configs costs *.lua to tweak the multipliers. - Original mod made by UberWafe, this is adopted version for factorio from version 0.16 until current

a month ago
0.16 - 1.1
154182

Aligned Underground Pipes

by mkaito

Align undeground pipes to usual main bus layout: 12 tiles instead of 11.

a month ago
0.16 - 1.1
761

Double Speed Belts


–°hanging speed of belts. Every next belt tier has twice higher speed than tier before. Now splitter splits one blue belt to two red belts.

a month ago
0.16 - 1.1
22670

AyrAs Basic Kit

by AyrA.ch

Mod for the 'No crafting' challenge without the need for new items. It will disable all sort of hand crafting in the game and replaces your starter inventory with the 3 basic items needed to bootstrap everything.

2 months ago
0.13 - 1.1
3633

Omniscience


Adds difficulty by changing science costs.

2 months ago
0.15 - 1.1
25288

Dirty talk


Adds pollution from players/talks

2 months ago
0.15 - 1.1
396

PyCoal Touched By an Angel


Seven Mods for the Arch666Angel under the sky, Seventeen for the Bobingabout in their halls of stone, Six for Pyanodon doomed to die, One for the Dark Lord on his dark throne, In the Land of Mordor where the Shadows lie, One Mod to rule them all, one Mod to find them, One Mod to bring them all and in the darkness bind them

2 months ago
0.15 - 1.1
56973

Building Platform

by Neemys

Add building platform at world generation. Some building can only be placed on those platform. You will need to take care on how you do some design to fit them on building platform and your base will have less space to expand.

2 months ago
0.13 - 1.1
3986

Smog: Solar Panels


Solar panels working by pollution smog not so effective

2 months ago
0.16 - 1.1
3077

No Productivity Modules


Deactivate the productivity of the three vanilla modules

2 months ago
0.16 - 1.1
411

Evolution Reduction via Destruction 1.1

by De7ilx

Have you ever wondered how distroying alien spawners ended up helping the aliens evolve? Or have you ever wanted a way to reduce the alien evolution factor? Or do you sometimes want to be left in peace to build your factories, but find peaceful mode a little too easy? This MOD solves these problems :) Destroying alien bases will reduce alien evolution This MOD is designed to introduce a new difficulty level between Peaceful and Normal

2 months ago
0.15 - 1.1
9325

Bob's Revamp mod


Technology and Recipe restructuring.

2 months ago
0.13 - 1.1
915987
Found 117 mods