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Beautiful music from Kingdom game series (Kingdom Classic, Kingdom New Lands, Kingdom Two Crowns). If you haven't heard this OST, try it - it's peak
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod reduces the cost (and crafting time) of steel to make it so it is 1:1 with iron plates
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
they will send the train to the cleaning station if it has cargo left after delivery
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Khemia is a barren planet, with strange energies pulsing below the sand. Here, you must harness the power of Alchemy: Breaking materials down into magical energy and reconstructing them. Glyphs act as pipes, allowing you to transport energy, but placing them is often more art than science. As your factory grows, connecting glyphs becomes a unique puzzle. Alchemy also unlocks useful new tech, like spoilage-preventing brine tanks, massive cargo cranes, and surface-to-orbit teleportation.
Mods introducing new content into the game.
WORK IN PROGRESS Adds the biochamber into space exploration.
Mods introducing new content into the game.
A tool for locating bottlenecks in your factory, with zero runtime overhead and instant response to changes in status with a more factorio native look.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds various robots and roboports with Exotic Industries aesthetics and functionality.
Mods introducing new content into the game.
Mods introducing new content into the game.
100x smelting for iron&copper ores and stone - 10x converting for all oil based recipes
Mods introducing new content into the game.
Adds a new special cerys-only recipe to allow cracking of light oil to petroleum on cerys, regardless of changes to the vanilla recipe (such as via SteamCracking), without affecting anything else about progression or giving a shortcut to anything, on or off of Cerys.
Small changes concerning balance, gameplay, or graphics.
Allows productivity modules in Space Exploration machines!
Small changes concerning balance, gameplay, or graphics.
Removes explosion craters and marks of nuclear weapon explosions. Optionally remove the nasty floor from biter bases, dead biters, or even all decoratives (shrubbery, dirt, rocky surface look) if neither of the optional dependencies are active.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Neutralizes Robot Attrition by automatically restoring destroyed robots via roboports.
Small changes concerning balance, gameplay, or graphics.
In short, all common systems in one mod and they are based on events to make everything simpler. One API for all solutions. New events, easy integration and maximum compatibility + safe switchable commands and customizability (Mod devs, please, check GitHub repository first) I have more libraries etc. in https://github.com/ZwerOxotnik/zk-lib Anyone can translate the mod on Crowdin. https://crowdin.com/project/factorio-mods-localization
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Solar Array Wings for your space stations! Save on foundations, and use S.A.W.s for your Nauvis Science factory today! (Delicate when hit by asteroids, we take no liability to placement choices by user)
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.
Adds further ore enrichment to Crushing Industry for even more yield at the cost of increased complexity. Some might call it win-win.
Mods introducing new content into the game.