Mods
Since v0.10.7 the filenames for mods changed. See how this works!
How to use mods
See Installing Mods
List of user made mods
This is only the tip of the iceberg! A more or less complete list of mods is in the Mods forum. You are invited to add other mods to this list! See down how.
Big Mods | |||||
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Mod | Author | Latest Release | Factorio Version | Dependencies | Brief Description |
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) | 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) | 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) | 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. |
Large Gameplay Changes and Overhaul Mods | |||||
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Mod | Author | Latest Release | Factorio Version | Dependencies | Brief Description |
Template:Subpage (Forum) | jamuspsi | 0.2.1 | 0.11.3+ | ?? | Big change in gameplay, create resources from energy. Lots of energy. |
Template:Subpage (Forum) | Styx3 | 0.3.5 | 0.11.6+ | base | A large revamp of warfare elements in Factorio. |
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. |
Modpacks/Large variety of Changes and New Items | |||||
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Mod | Author | Latest Release | Factorio Version | Dependencies | Brief Description |
Template:Subpage (Forum) | ludsoe | Multiple | 0.11.x+ | ?? | A variety of mods changing various gameplay elements. |
Map and Spawning Changes | |||||
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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 | |||||
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Mod | Author | Latest Release | Factorio Version | Dependencies | Brief Description |
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) | Liquius | 0.3.0 | 0.11.x | ?? | Adds nuclear fission reactors along with a fairly realistic industrial process for gathering and processing uranium. |
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) | ThaPear | 0.0.1 | 0.11.5+ | ?? | Add belt switches, which swap the lane items are traveling on. |
Template:Subpage (Forum) | JamesOFarell | 1.0.0 | 0.11.x | ?? | Adds an object that blocks a single lane on a belt. |
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) | Rseding91 | 1.0.0 | 0.11.x | ?? | Adds a pipe that erases fluids in it. |
Uncategorized | |||||
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Mod | Author | Latest Release | Factorio Version | Dependencies | Brief Description |
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) | AlyxDeLunar | 1.0.0 | 0.11.x | base | Provides a numerical count of pollution. |
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:
- 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!
- ask in the forum, if someone would add it