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Mods introducing new content into the game.
Removes PlutoniumEnergy's reactors, and combines some of the techs from it and Realistic Reactors Reborn. Also have new more factorio-like signal icons for Realistic Reactors Reborn. Note: I haven't been able to remove the other two fuel cells from the breeder reactor yet.
Small changes concerning balance, gameplay, or graphics.
Captive Biter Spawners produce eggs that match their quality, each produced at the same rate.
Small changes concerning balance, gameplay, or graphics.
This mod improves the visibility of circuit network wires by using more distinguishable colors and thicker lines. Based on the mod: Colorblind Circuit Network
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
A custom pipe with 4-way fluid connections that can interface with both similar custom pipes and standard underground/normal pipes.
Mods introducing new content into the game.
Adds enhanced alert sounds for the programmable speakers. Continuation of the System Alerts mod by TheInsaint updated for Factorio 2.0. No changes to sounds other than making compatible with Factorio 2.0. Original: https://mods.factorio.com/mod/System-Alerts
Small changes concerning balance, gameplay, or graphics.
Powerful module that uses the spoilage mechanic to such that it needs to be recharged. Only works in a furnace or beacon.
Mods introducing new content into the game.
Allows you to call your car to your location using SHIFT + ENTER or SHIFT + NUMPAD_ENTER. In multiplayer, the car's last_user is checked to signify which car to deliver. If another player enters your vehicle, it will reset the last_user and you won't be able to call your car until you enter it again. Currently working on a fix.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Dropped cargo picked up by personal roboports no longer ends up in the player's inventory.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Buildings are frozen and nauvis looks frozen aswell. No ammonia on nauvis and no concret for buildings needed.
Large total conversion mods.
Added electric boiler and electric heating tower
Mods introducing new content into the game.
Adapt tech cost for the different stages of the game heavily inspired by Configurable Research Cost by ZarSasha thanks couldn't do it without you
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
These are the Accessibility Mods that I have procured over my last ~9000 hours of factorio gameplay
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Make AAI Industry walls (concrete and steel) resistant to Krastorio2 damage types (such as railgun turret explosion damage).
Small changes concerning balance, gameplay, or graphics.
Eliminates pollution emanation for all entities using electricity. [[I accept suggestions]]
Mods introducing new content into the game.