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Scenarios, maps, and puzzles.
Smelt extra ores into plates, and make useful intermediate products. A key part of the Bob's mods suite.
Large total conversion mods.
Mods introducing new content into the game.
This is a continuation of tjson's mod. This mod modifies the Belt Immunity Equipment. It turns off the immunity to belts when you're moving in the same direction as the belt is.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Allows cannon shell and shotgun to be able to hit asteroid instead of passing through harmlessly. Designed for rampant weapons but should work for other cannon turret and shotgun turrets. Turrets not included.
Mods introducing new content into the game.
Mods introducing new content into the game.
This mod adds an endgame Omega Module that combines the effects of Speed, Efficiency, Productivity and Quality modules into a single module item.
Mods introducing new content into the game.
This mod adds higher speed belts and inserters as well as the production chains and research required to make them. Ore generation fixing code is from Brevven on the factorio forums.
Mods introducing new content into the game.
Mods introducing new content into the game.
Add Slipstacks to your agricultural options, as an alternative stone and spoilage source on Gleba. Slipstacks do not emit spores when harvested. Splitstack polyps (The equivalent of a seed) is obtained by filtering the swamp water.
Mods introducing new content into the game.
Translations for other mods.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A planet focused on agriculturing, alien grooming, and trading.
Mods introducing new content into the game.
Automate blueprints to build a self-expanding factory. Fork of Recursive Blueprints with new features.
Mods introducing new content into the game.
This mod adds a Robotics Facility, which has productivity bonuses for robots, logistics, defender capsules and some personal equipment.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
A starter kit with a simple modular armor with a simple fission reactor, simple exoskeleton, night vision, roboport and 10 tech construction robots (no energy consumption).
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Adds new biological materials and intermediates to basic recipes including steel, circuits, concrete and explosives. To do so it brings several space age mechanics to the Nauvis early game including spoilage, recycling, crushing and agriculture. Also makes significant additions to Gleba including napalm and biodiesel.
Mods introducing new content into the game.