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Mods introducing new content into the game.
Adds non-rechargeable battery equipment, which can be crafted in the early game, and much cheaper than portable solar panel in short-term. Options on enable grid to early armours. Designed for “Schall Recharging Weapon” mod or as backup power to equipment grid. (Locale: English, Deutsch, 正體中文, 简体中文, Português Brasileiro, Русский)
Mods introducing new content into the game.
Increases the range of big electric poles to 64. Increases the range of substation to 32 and the cover area to 16.
Small changes concerning balance, gameplay, or graphics.
Add chests that can teleport placeable items into your space platform hub, making it easier to create a self sustaining platform.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod aims to provide an end-game power armor that is a step up from the power armor MK2, but isn't overpowered like those from similar mods. It adds one armor, one technology and one recipe to achieve its goal, and was made to fit seamlessly into a vanilla+ game! Updated for Factorio 2.0 and Space Age. Now with configurable grid size and inventory bonus!
Mods introducing new content into the game.
Why do science with actual materials when you can just use tremendous amounts of energy to simulate it instead?
Small changes concerning balance, gameplay, or graphics.
Adds a balanced electric heating tower, intended for Aquillo islands
Mods introducing new content into the game.
Set your prefered inventory size for cargo wagon and capacity for fluid wagon.
Small changes concerning balance, gameplay, or graphics.
Unlocks Steam Turbine with Calcite Processing technology, removing the need to research Nuclear power or visit Gleba.
Small changes concerning balance, gameplay, or graphics.
Three easy and direct recipes for refinery: Light Oil, Heavy Oil and Petroleum Gas. Maintains the proportion
Mods introducing new content into the game.
Crack ammonia into water (ice). Meant to help simplify resource management on Aquilo.
Mods introducing new content into the game.
Added electric boiler and electric heating tower
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
More than just a turret loader. Auto load everything from turrets to artillery wagons to furnaces and even the player themselves. Auto upgrade ammo and fuel without tedious manual replacement. Infinite range and compatible with Factorissimo2.
Mods introducing new content into the game.
Repurpose the waste from the imprecise assembly of machines for new materials. No process is ever truly perfect.
Mods introducing new content into the game.
Why start on any planet if you can start on all of them at once with your trusty pistol in your hand?
Mods introducing new content into the game.
This mod contains and integrates HD textures for the elevated rails from the Space Age DLC.
Small changes concerning balance, gameplay, or graphics.
Changes coal deposits on Vulcanus to lighter textures for better visibility, leaving other planets unchanged. Adds three new textures (ash-coal, red-glow-low-coal, red-glow-intense-coal) with ash-coal as default. Forked from 'I see coal' by Lasciva_Engineer.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod makes machine gun and rocket turrets consume electricity to operate.
Small changes concerning balance, gameplay, or graphics.