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Changes diplomacy as someone damages another force (ignores walls, gates, players, units, trees and simple entities)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Sets all electric‐pole wire connection range to 1 (or 0) for a tougher game. Similar to mod Wireless Challenge by trold
Small changes concerning balance, gameplay, or graphics.
This mod makes biters invisible and untargetable. They must be revealed by special radar. Radar graphics taken from Radar MK2 and MK3 mod by KEPLER.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Marks the Alien modules from Alien Loot Economy as production modules to make them compatibel with highly modded setups. Thanks to PennyJim and Bunshaman on Discord who helped me understanding a bit more of this very first mod I made.
Small changes concerning balance, gameplay, or graphics.
Eliminates pollution emission for all entities using fuels. [[I accept suggestions]]
Mods introducing new content into the game.
Core fragment processing no longer returns 0-4 normal fragments which are high in gluten.
Small changes concerning balance, gameplay, or graphics.
Allows players transfer entities to other teams. Anyone can translate the mod on Crowdin. https://crowdin.com/project/factorio-mods-localization
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Reduces energy consumption of all entities. [[I accept suggestions]]
Mods introducing new content into the game.
This mod adds high-discharge accumulators for decoupling power networks.
Mods introducing new content into the game.
Yet another mod that can turn your spidertron into a walking train. Adds 6 pairs of loading + drop zones per surface and makes spidertrons walk between them. When spidertron arrives to loading zone it turns on all logistic requests and waits according to timer. Then it goes to drop zone and on arrival turns all logistic requests off and dumps all its inventory into your bots network
Mods introducing new content into the game.
Slight tweaks and mostly compatibility for a few planet mods. Check mod description for list.
Small changes concerning balance, gameplay, or graphics.
Optionnal Bhangra song pack loaded by Preceti's Music Experiment - Does nothing by itself
Mods introducing new content into the game.
This mod adds a sidegrade to the Biolab - meant to be used on Vulcanus. This mod can be used without Space Age. You make a new fuel type with Metallurgic Science packs, which can be used to power the new laboratory
Mods introducing new content into the game.
Adds indicators and descriptions to the tooltips of Gleba recipes that refresh the output's freshness.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Fixes Compatibility with Electric Furnaces mod when played with Space Exploration mod
Small changes concerning balance, gameplay, or graphics.
Miners' mining speed is now affected by quality, configurable in settings. You can also enable miners to drop stacks on belts. It adds new miner prototypes to the game, so it is inherently incompatible with any other mod that does the same for miners.
Small changes concerning balance, gameplay, or graphics.
Landfill has the same texture as the surrounding tiles, instead of the default grass.
Small changes concerning balance, gameplay, or graphics.