Search the Mod Portal by entering a search term.
To search for specific phrases, surround them with double quotes (").
The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
To further refine your search, use the sidebar on the left. Enable the checkboxes to limit the search results to selected categories and tags or use the ban button to exclude them.
You can reset your filters by clicking the active tab on the top.
There's a lot of caching on this page. It can take several hours for new mods and updates to show up in search results.
Mods introducing new content into the game.
Allows copying of signals from a power pole to a Constant Combinator, effectively snapshotting the values. Fixed for factorio 2.0
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Kick that raw fish into overdrive and give spidertrons a little sentience, as a treat. - Spidertrons automatically follow their last driver. - Idle spidertrons wander around the factory. - Stuck spidertrons try to find another path to their destination.
Small changes concerning balance, gameplay, or graphics.
All machines that CAN have modules, DO have modules. It's a module party!
Mods introducing new content into the game.
Adds markets to sell and buy items. Use /set-sell-price-globally and /set-buy-price-globally to set prices
Mods introducing new content into the game.
Auto pause game until a minimum online player count is reached; fork of Auto Pause by Hornwitser
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Create one armor that makes you immune to each damage and another one immune to everything. [[I accept suggestions]]
Mods introducing new content into the game.
Adds 100 fish and 10 spidertrons to player inventory on load. Compatible with Factorio 2.0.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Mods introducing new content into the game.
Choose the default planet for platform requests. Saves a few clicks if your main base isn't Nauvis.
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 introducing new content into the game.
Makes the tool icons colourful, in both the shortcut bar and in the cursor
Small changes concerning balance, gameplay, or graphics.
Greatly expands the extent of mine warfare! Adds various land mines. Currently includes incendiary land mine, anti-tank land mine, napalm land mine, poison land mine, atomic land mine. Also adds different ways for mine scattering and sweeping. (Locale: English, Deutsch, 正體中文, Português Brasileiro)
Mods introducing new content into the game.
Adds futuristic trains designed for Space exploration. These trains are faster and have more capacity, but are more expensive to build
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds a belt-based router network to the game. Make a network of smart routers, connected by belts and by green circuit wires. Request items from the network, or provide items to the network, using I/O terminals connected to chests. This mod is intended to provide another logistics option for complex mods, such as Seablock, Krastorio 2, Space Exploration, Industrial Revolution 3, or Pyanodon's.
Mods introducing new content into the game.