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Mods

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As of 5/5/2015 this page is *extremely* outdated: A more or less complete list of mods is in the Mods forum.

As of 06/06/2015 SpeedyBrain started to update this page. Feel free to help


How to use mods

See Installing Mods

List of user made mods

You are invited to add other mods to this list! See down how.

Big Mods
Mod Author Latest Release Factorio Version Dependencies Brief Description
Template:Subpage (Forum) bobingabout Multiple Multiple Multiple A set of modular mods to add something to pretty much every aspect of gameplay, works well in combination with DyTech.
Template:Subpage (Forum) Dysoch Multiple Multiple Multiple A modular set of mods that add something to pretty much every aspect of gameplay, depending on the modules you choose.
Template:Subpage (Forum) ficolas 1.10.5 0.10.x ?? Adds underground mining drills, extra machines and processing, planets and trading.
Template:Subpage (Forum) rk84 Multiple Multiple ?? Provides various tools and scripts for testing purposes while in a game.
Template:Subpage (Forum) drs9999 1.2.7 0.11.6 base >= 0.11.0 Adds treefarms, coal-processing and a production-chain for organic plastic.
Template:Subpage (Forum) DamienReave 0.3.4 0.11.x base >= 0.11.0 Standalone mod that adds an enormous amount of additional content
Template:Subpage (Forum) ludsoe Multiple 0.11.x+ ?? A variety of mods changing various gameplay elements.
Template:Subpage (Forum) L0771 0.1.1 0.11.6+ base >= 0.11.5, Treefarm-Mod >= 1.2.6 Adds experience elements and upgradeable mines/turrets. You really just need to check out the post for more info, it's quite different.
Warfare Mods
Mod Author Latest Release Factorio Version Dependencies Brief Description
Template:Subpage (Forum) SpeedyBrain 1.0.2 0.11.16+ base >= 0.11.16, ? MAIN-DyTech-War >= 1.0.2 The current version adds four artillery cannons to the game.
Template:Subpage (Forum) Styx3 0.3.5 0.11.6+ base A large revamp of warfare elements in Factorio.
Map and Spawning Changes
Mod Author Latest Release Factorio Version Dependencies Brief Description
Template:Subpage (Forum) Dark 1.0.2 0.10.2+ ?? Edits resource and biter spawning behavior, encourages longer-distance transportation with more spread out resources.
Template:Subpage (Forum) Xecutor 1.0.1 0.10.x+ ?? Makes the world straight and rectangular.
Energy/Logistics/Fluid Handling
Mod Author Latest Release Factorio Version Dependencies Brief Description
Template:Subpage (Forum) JamesOFarell 1.0.0 0.11.x ?? Adds an object that blocks a single lane on a belt.
Template:Subpage (Forum) ThaPear 0.0.1 0.11.5+ ?? Add belt switches, which swap the lane items are traveling on.
Template:Subpage (Forum) Xecutor 0.5.0 0.10.x base >= 0.10.0 Adds a way to box up/condense some basic goods, such as plates and plastic.
Template:Subpage (Forum) Rseding91 1.0.0 0.11.x ?? Adds a pipe that erases fluids in it.
Template:Subpage (Forum) Kirk 0.0.1 0.11.x ?? Adds a pump to dump liquids into water, causing pollution but removing liquids.
Template:Subpage (Forum) JamesOFarrell 0.0.7 0.11.x ?? Add a new tanker, holds liquids without having to barrel them first.
Template:Subpage (Forum) Degraine 1.1.0 0.11.17 None Adds chests that can pick up and put down items on belts.
Template:Subpage (Forum) Liquius 0.3.0 0.11.x ?? Adds nuclear fission reactors along with a fairly realistic industrial process for gathering and processing uranium.
Uncategorized
Mod Author Latest Release Factorio Version Dependencies Brief Description
Template:Subpage (Forum) AlyxDeLunar 1.0.0 0.11.x base Provides a numerical count of pollution.
Template:Subpage (Forum) AlyxDeLunar 2.0.0 0.11.x base, ?hardcorio Starts player with a blueprint, deconstruction planner, and automated construction enabled at map creation.
Template:Subpage (Forum) jamuspsi 0.2.1 0.11.3+ ?? Big change in gameplay, create resources from energy. Lots of energy.

Modpacks

Modpack Author Latest Release Factorio Version Included mods
Template:Subpage (Forum) darkshadow1809 7.1.4 0.11.xx 1

Dependencies?

Dependencies are used to tell the game what order mods should be loaded. A mod that has dependency gets loaded after the mod it depends. The mod will not be active if it has dependency to a mod that is missing, disabled (by user) or invalid (by dependency of depended mod)

If a dependency is preceded by a question mark (as in: ?Example-Mod >= 1.0.0), then it is an optional dependency. The dependency will not be required to run the mod, but if it does exist, will be loaded before the mod. This usually means the mod will modify something about its dependency if it exists.

  • base is the default game data that comes with Factorio.

Modding_overview#Mod_meta_information

How to add my/another mod into this page?

Two possibilities:

  1. become user of the wiki (get an account) and add it. You can use the Template:Subpage, to see, how you can structure the information about your own mod!
  2. ask in the forum, if someone would add it

Subpages