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Adds a new way to make energy through nuclear fusion. A ported version of Romner_set's Realistic Fusion Power mod to Factorio 2.0
Mods introducing new content into the game.
Adds 10-19 instrumental tracks for your listening pleasure. Many thanks to Trent Reznor for releasing all his music as creative commons in multi-tracks and allowing the creation of this
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Bigger Power Armor grid without adding extra entities or recipes. Krastorio edition.
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.
Small changes concerning balance, gameplay, or graphics.
Hides stuff from Editor Extensions, while keeping them available in the editor and testing worlds. For when you want to play a normal game, but still want to have EE installed, without it distracting you.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Changes and expands fish breeding and wood cultivation on Nauvis to make Nutrients locally, and adds more recipes that use Biolabs.
Mods introducing new content into the game.
This mod allows you to adjust the amount of ammo in most categories of ammunition items.
Small changes concerning balance, gameplay, or graphics.
Silences radar's beep SFX. For those who play with background music and have one of those bases where you have to have a radar every 200 tiles to be able to manage it.
Small changes concerning balance, gameplay, or graphics.
Allow you to grow ressources tree. Inspired by the Minecraft mod Mystical Agriculture.
Mods introducing new content into the game.
Recycling tungsten carbide, superconductors and biolab into their ingredients instead of self-recycling. Uses the Space Age auto recycling recipe generation.
Small changes concerning balance, gameplay, or graphics.
A mod that adds personal logistic plates which transfer items from nearby containers to the player's inventory based on logistic requests.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Adds synthetic bioflux production from petroleum. Synthetic bioflux never spoils and can be converted to regular bioflux when needed.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Create a copy of the construction and logistics robots that are immune to each type of damage and another that is immune to everything. [[I accept suggestions]]
Mods introducing new content into the game.
Use a quantum hammer to smash atomic nuclei into their component particals then reform into useful resources.
Mods introducing new content into the game.
Large total conversion mods.
Linked pipes that fill or extract from a single globally linked storage, one per fluid type and temperature. Supports fluids with multiple temperature tiers (e.g. steam at 165°C vs 500°C). Temperature tiers are auto-detected from installed mods. Based on Unipipe by zysnarch/mpcomplete.
Mods introducing new content into the game.