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Adds in three selectable sounds from Tiberian Sun, Red Alert and the older Command and Conquer titles to play with programmable speakers when your power supply cannot keep up with demands or shuts down. This was originally Jewel724's mod! I simply patched it to version 0.16 of Factorio, texts are corrected and de added.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Super simple mouse-only time control. Click the 'T' button to expand speed presets: 0.5x, 1x, 2x, 5x, 10x, 50x. No hotkeys, no console, just click!
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Change science packs of modded planets to tech card. Only visual change.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Science labs produce insane amounts (adjustable) of pollution while researching. Measure science in biter waves per minute. Have a reason to leave Nauvis as fast as possible. Note: This will make the game harder. Note: Before you click, ask yourself, 'Do I REALLY need that research?' Note: Efficiency modules are a thing. Note: You can turn the pollution up if you want warptorio levels of pollution.
Small changes concerning balance, gameplay, or graphics.
Adds a configurable option to increase ammo that is loaded by inserters.
Small changes concerning balance, gameplay, or graphics.
Annoyed that you can't place your newly made artificial soil anywhere on Gleba? Well now you can!
Small changes concerning balance, gameplay, or graphics.
Experimental feature, based on 1.1.0 hidden "linked-chest" prototype. Adds chests that when built next to each other, they are automatically linked to share the same inventory. Useful for belt balancing and train station wagon balancing. (Locale: English, Deutsch, 正體中文, Português Brasileiro, Русский)
Mods introducing new content into the game.
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.
Makes bullet-firing guns fire physical projectiles that suffer from accuracy loss at long range. In exchange, they have increased max range when fired by the player. Bullets can be blocked by other non-allied obstacles like trees or other enemies.
Small changes concerning balance, gameplay, or graphics.
Dedicated to the core Factorio spirit: Automation, Logic, and Absolute 'Realism' . As a developer, I am not a designer of "difficulty," but a porter of industrial reality. I believe the complexity of real-world industry provides the most compelling gameplay.
Large total conversion mods.
Makes roboports and logistic chests able to be placed on space platforms.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A high-performance collection of ultra-fast bulk and filter inserters that move items at blistering speed with no animations keeping your UPS high and your factory flying. Originally created by gmyx, updated for Factorio 2.0.
Mods introducing new content into the game.
Automates the conversion of a normal chest to a logistics storage chest; sets a filter, clears the inventory bar, and sets up the matching inserter with a limit.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
This mod just make the Plasma Duct unlocked with the same research of the fusion reactor, and also make the recipe much cheaper.
Small changes concerning balance, gameplay, or graphics.