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Small changes concerning balance, gameplay, or graphics.
Large total conversion mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This Mod extends the Player's Inventory and is configurable through the Settings
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Replaces item and entity names with the ones we actually use when talking about 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.
Mods introducing new content into the game.
You've used your ingenuity as an engineer to hack your original splitter design, creating new splitters that perfectly balance transport belt inputs. These hacked splitters require extra circuitry and are best used with single-item belts as they no longer perform the function of their baser models. They unlock when their respective counterparts become available.
Mods introducing new content into the game.
Allows configuration of acceleration and max speed of fuels. Originally Uploaded by Kal Zekdor at https://mods.factorio.com/mod/Configurable_Fuel
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
A waterfill mod without the cheese! Waterfill can only be placed near other bodies of water (Which means you can't use this on planets unsuitable for water)! Biters can pass through man-made shallow water! Waterfill can't instantly delete alien nests, cliffs, ore patches and any man-made structures! Highly configurable!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds Solarpannels and Accumulators MK 1-8, Mk1 = 8 Normal pannels/accumulators Each Mark, means times 8 in power (additional cost on higher tears, to make a balance for the space)
Mods introducing new content into the game.
Mods introducing new content into the game.
Do you want to reduce pollution without having to download a mod that introduces technologies and air-filtering machines ? Or do you want to extend your pollution cloud way beyond your defense lines ? Then this mod is for you ! It allows to modify the pollution absorption of tiles in the game.
Mods introducing new content into the game.
Adds every single Science Pack to the Space Exploration Delivery Cannon recipe list.
Mods introducing new content into the game.
Lets personal construction bots save energy and time by building and deconstructing close things first
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Adds technology to increase the efficiency of some recipes, auto updates recipes in assembly machines and adds a function for modders to add efficiency recipes for their items
Mods introducing new content into the game.
Capsules that spawn trees. Useful for pollution absorption or making your base look pretty.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Removes the Production Science Pack from Express Miniloader tech so that it aligns with Logistics 3 instead of being much later.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.