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Adds a single, slow, unstoppable snail that will one-shot you if it touches you. The snail (played by a small bitter) is spawned randomly within 50-100-ish spaces from your location. It's starting coordinates are displayed and briefly pinged on the map. After spawning the snail will slowly but methodically make it's way towards you. When it touches you it will kill you. Can you get off planet before the snail catches up?
Scenarios, maps, and puzzles.
This mod adds iron chest ore, just in case you wanted the ability to mine iron chests. Warning: chests may contain untold horrors, recycle at your own risk.
Small changes concerning balance, gameplay, or graphics.
Adapted the space platform tile to work (and look good) on normal ground.
Mods introducing new content into the game.
Adds a framework for adding semi-procedurally generated systems. Currently adds a newly single system with 6 planets. Needs play testing,balancing,polish,and final productivity researches. Should be playable.
Mods introducing new content into the game.
Modify the Locomotive Speed, Cargo Wagon Size and Fluid Wagon Size. Customize the best way for you. Now work on all modded trains. Compatible with Electric Train.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Fork of https://mods.factorio.com/mod/Small-Space-Age I wanted to add some alternative out of map graphics, and change the spherical projection to flat (default map gen, limited world sizes). So I asked six if he was cool if i forked, and he was, so here we are!
Scenarios, maps, and puzzles.
Adds extreme large cartridge belts with plasma damage to the game. 2000 bullets, stackable in 20 magazines. Deals a large amount of damage. Supported languages: - Russian - German - English It was made for my GAU-8A Avenger portable Minigun mod: https://mods.factorio.com/mod/minigun
Mods introducing new content into the game.
Manufacture the titular items for self-defense, recreational or money-making purposes. Trade manufactured weapons and items for resources. Compatible with Bob's ores and metals (Actually not for now as Bob's mods haven't updated to 2.0 yet.)
Mods introducing new content into the game.
Train acceleration now depends on the loaded items (freely adjustable realism factor)
Small changes concerning balance, gameplay, or graphics.
Removes the magic theme from Igrys but leaves gameplay untouched. Localization only.
Translations for other mods.
Large total conversion mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds robots that use fusion generators to allow them to fly indefinitely, now with a reasonably late game position thanks to space age.
Mods introducing new content into the game.
This Mod allows you to export your current quickbar and import it in a different save.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod sets the normal quality stats to match legendary stats (Configurable). This applies to everything without actually changing their quality level. Optional setting to make it so enemies remain at normal stats.
Small changes concerning balance, gameplay, or graphics.
Krastorio 2 has fuel powered trains and nuclear powered trains, why no fusion and antimatter powered trains?
Mods introducing new content into the game.
Many recipes in AAI Industry are much more expencive or complicated than in vanilla - this mod tweaks said recipes, bringing them closer in line with vanilla. Forked so single cylinder engines are hand craftable.
Small changes concerning balance, gameplay, or graphics.
Adds 30-39 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.