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Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
It's dangerous to go alone! Take some medkits! For being stranded on an alien world with your tools on hand you might need some touch up. This mod aims to add some healing options into the game when fish aren't around for aide.
Mods introducing new content into the game.
An updated version of Pankeko's GLORIOUS mod to work with factorio 2.0. Default stack size increased to 50, but can be increased to your hearts desire for those who want to truly achieve greatness in a world of pointless automation of more trivial things like 'science'.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Adds 4 aircraft, each with their benefits and drawbacks, to allow for more biter-killing fun!
Mods introducing new content into the game.
Adds 3 tiers of walls/gates, each progressively getting more health regen as you research the next tiers
Mods introducing new content into the game.
Brings back default vanilla tank weapons regardless of chaingunner and flame tank mods installed or not.
Small changes concerning balance, gameplay, or graphics.
Creates an intermediary resource for rocket creation, such that you only need to feed one item to your silo instead of three.
Small changes concerning balance, gameplay, or graphics.
Adds a 4x4 Planet Beacon that covers the whole planet. Consumes 50MW. Have two module slots with 0.5 Efficiency. Only one can be placed per planet. Crafted exclusively in Electromagnetic Plant.
Mods introducing new content into the game.
This is a version of Martincitopants' Space Modpack updated to be (hopefully) the same as the most recent video. Let me know if I missed any. :) IMPORTANT note: Install INGAME via the mod manager
Collections of mods with tweaks to make them work together.
Alternative fork of raiguard's Mouse-Over Construction. Instantly deconstructs all entities without progress bar.
Small changes concerning balance, gameplay, or graphics.
Every* single machine or building is now a science pack When you research a machine or building you also unlock the corresponding science pack that's made from it, and required by all subsequent techs *: Buildings from dead-end technologies do not get an associated science pack
Mods introducing new content into the game.
Adds more information and stats like entity size and behavior, recycling etc to item and recipe descriptions.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Makes all vanilla and modded resources infinite and allows every resource to be configured as an oil-like resource, replenishing ore, or remain unmodified! Only uses the on_resource_depleted event when replenishing ore-like resources to prevent any performance issues, oil-like resources are set to infinite at startup and never need to be updated again!
Small changes concerning balance, gameplay, or graphics.
Adds lots of various compatibility patches to mods included in the Enable All Planet Mods mod
Small changes concerning balance, gameplay, or graphics.
「die_8_」名義のAngel's Locale Translations for jaの加筆修正版。 翻訳の他に軽度なBugfixesも含みます。 Bob's MODの日本語訳も内蔵(Bob's MODのみでの利用も可能)。 japanese Translations.
Translations for other mods.
Change and allow to customize nuclear fuel stack, default is now 10.
Small changes concerning balance, gameplay, or graphics.
A modpack that tightens the gameplay of Space Age, removing shortcuts, adding interesting challenge, and letting Space Age mechanics be more like themselves. Each planet has many variations: nights are darker, demolishers are more numerous and move faster, lightning can hit locomotives, random variance is added to biorecipes, nuclear reactors no longer work on Aquilo, and more.
Collections of mods with tweaks to make them work together.
Small changes concerning balance, gameplay, or graphics.