Recently updated mods

Craftable Concrete

makes concrete craftable by the player

a day ago
1.0 - 1.1

Space exploration - Personal fusion reactor delay fix (unofficial plugin)

by Mernom

Allows to automatically replace personal fusion reactors with either the first or second tier of RTG. Cofigurable through mod settings.

5 days ago
0.18 - 1.1

Angels Petro Chemical Refining Extension

This mod adds a new way to recover sulfur from acidic gas, and coke to carbon dioxide reaction. Rebalancing of hydrazine gas creation was also added.

6 days ago
0.18 - 1.1

Krastorio 2 Compat

Modifies other mods to be more in-line with Krastorio 2 balance.

9 days ago
0.18 - 1.1

Krastorio2 Extended Endgame

Extends the last phase of the game by requiring you to invest a large amount of research and energy before you can create a stable singularity with Krastorio2's intergalactic transceiver.

11 days ago
0.18 - 1.1


Adds difficulty by changing science costs.

12 days ago
0.15 - 1.1

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.

29 days ago
0.16 - 1.1

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.

29 days ago
0.16 - 1.1

Rampant Maintenance

by Veden

Player owned machines will breakdown overtime. Configuration for entities in mod settings. Research available to offset breakdowns. Idle machines should not breakdown. Broken down machines should automatically restart after a cooldown unless destroyed by damage when breaking down

a month ago
1.0 - 1.1

ick's vanilla tweaks

Upgrade recipes for armor, furnaces etc. Signals with recipe icons that are missing in vanilla. Variated mining results for trees, rocks and fish. Missing dependencies for bonus technologies. Highly configurable.

a month ago
0.18 - 1.1

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.

a month ago
0.15 - 1.1

Expensive Landfill

You have to be as rich as Dubai to create islands!

a month ago
0.16 - 1.1

Sworn small fixes for (Angels, Yuoki, Clows and Early mods like Nanobots)

by Sworn

Enable you to have some sort of a low tech option (from other mods like JunkTrains or Early3x3Electric Furnace, Nanobots) when playing full bobs/angels without being to OP. Those techs are usually locked behind angels green science or higher, or require some construction or electronic block that you can't craft early on, which kind of defeat the idea of the early mod. Also add some sort of firepower if you're playing with harder enemies and can't kill the bases.

2 months ago
1.0 - 1.1

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.

2 months ago
0.14 - 1.1


by fpc987

修改一些游戏设置。主要有蓄电池,插件分享塔,装载机。 Change some game setting.

2 months ago
0.17 - 1.1

Reaver's Module Balance

Rebalances modules to be more viable at all levels as well as viable both in combinations or with only one type used.

2 months ago
0.16 - 1.0

Angels Refining Extension

This mod adds a new way to create mineralized water and changes stack sizes of sodium and sodium hydroxide.

2 months ago
0.18 - 1.1

Angels Warehouse Extension

This mod extends the inventory size of Angels warehouse (1800 slots) and Angels preassuretank (500k). If you have Warehousing mod installed you can now place the buildings interchangeably with Angel's warehouses.

2 months ago
0.18 - 1.1

Beacon Overhaul

Beacons have 3x range and 2x module slots but will overload machines if you use more than one. This mod also adds weak productivity beacons. Similar to the Space Exploration feature.

2 months ago
1.0 - 1.1


Hand crafting stuff costs health. Keep some fish handy, and research Automation ASAP.

2 months ago
0.13 - 1.1
Found 177 mods