Thanks
Search found 6502 matches: +mod +portal
Searched query: +mod +portal
- Sat Mar 21, 2026 1:33 pm
- Forum: Mod portal Discussion
- Topic: (Mod Portal) Remove 2 topics
- Replies: 2
- Views: 142
- Sat Mar 21, 2026 9:07 am
- Forum: Mod portal Discussion
- Topic: (Mod Portal) Remove 2 topics
- Replies: 2
- Views: 142
Re: (Mod Portal) Remove 2 topics
I have trashed (removed) the topics for you
- Sat Mar 21, 2026 8:34 am
- Forum: Mod portal Discussion
- Topic: (Mod Portal) Remove 2 topics
- Replies: 2
- Views: 142
(Mod Portal) Remove 2 topics
I accidentally added topics in the wrong section:
https://mods.factorio.com/mod/naval-turrets/discussion
Please remove Polish locale (spolszczenie) and Type of ammunition in GUI
OR
Move them there:
https://mods.factorio.com/mod/turret-library/discussion
https://mods.factorio.com/mod/naval-turrets/discussion
Please remove Polish locale (spolszczenie) and Type of ammunition in GUI
OR
Move them there:
https://mods.factorio.com/mod/turret-library/discussion
- Tue Mar 17, 2026 7:08 pm
- Forum: Ideas and Suggestions
- Topic: Updating the mod manager: Mod profiles, Mod Nesting, Show Dependants
- Replies: 0
- Views: 109
Updating the mod manager: Mod profiles, Mod Nesting, Show Dependants
If you use a lot of mods, especially overhauls with their own conflicting sets of mods each, it can get kind of annoying managing them all, checking ... let us also see dependants when we click on a mod. The mod portal already offers this option, would be nice if the mod manager did too ...
- Sat Mar 14, 2026 4:21 pm
- Forum: Modding help
- Topic: The ability to enable "space age" without adding its content
- Replies: 6
- Views: 345
Re: The ability to enable "space age" without adding its content
Look at how Xorimuth made the Mech Armor mod, for example. You are allowed to copy assets from Space Age into your own mod as long as your mod requires the Space Age feature flags (so you have to own the DLC to use it) and it's only distributed on the mod portal.
If you make your own graphics, you ...
If you make your own graphics, you ...
- Thu Mar 12, 2026 11:08 pm
- Forum: This Forum
- Topic: Just wanted to thank you all, including the staff.
- Replies: 0
- Views: 243
Just wanted to thank you all, including the staff.
This forum and the comments on the mod portal are virtually always mature, intelligent, systems oriented, and focused on maintaining accuracy and honesty. Rarely do I see this community default to pointless posturing, tone policing, or any sort of social justice warrior behavior, and it is intensely ...
- Sun Mar 01, 2026 11:26 pm
- Forum: Modding help
- Topic: [Solved] I need help with the terms of a license.
- Replies: 4
- Views: 406
Re: I need help with the terms of a license.
... more clear, distribution refers to any way shape or form you have the mod or work hosted anywhere for public download.
You may make alterations ... on Earendel's discord. Crucially , however, not on the Factorio Mod Portal.
You cannot distribute any content of the mod separate from the ...
You may make alterations ... on Earendel's discord. Crucially , however, not on the Factorio Mod Portal.
You cannot distribute any content of the mod separate from the ...
- Mon Feb 23, 2026 9:03 pm
- Forum: Outdated/Not implemented
- Topic: New stuff for mods
- Replies: 1
- Views: 335
New stuff for mods
... clear, my suggestion is to add to the base game stuff that will allow mod makers take the game to add even more stuff.
Maybe if i say "surface ... com/mod/RiftRail/discussion/6925cb4c60a2ae2b0aa8fbd2 is a train rift portal (i take no credit in any way or form). Or similar ways to keep automised ...
Maybe if i say "surface ... com/mod/RiftRail/discussion/6925cb4c60a2ae2b0aa8fbd2 is a train rift portal (i take no credit in any way or form). Or similar ways to keep automised ...
- Fri Feb 20, 2026 9:59 pm
- Forum: Mods
- Topic: [MOD 0.7] Miner Planner
- Replies: 1
- Views: 419
[MOD 0.7] Miner Planner
I made a mod that lets you blueprint mining outposts by just dragging across the ore patch!
What it does:
- Scans the ore patch and automatically ... It's been super helpful for my megabase builds.
Available on the mod portal: https://mods.factorio.com/mod/mineore
Let me know if you have ...
What it does:
- Scans the ore patch and automatically ... It's been super helpful for my megabase builds.
Available on the mod portal: https://mods.factorio.com/mod/mineore
Let me know if you have ...
- Tue Feb 17, 2026 1:18 am
- Forum: Ideas and Suggestions
- Topic: Secret Seeds
- Replies: 5
- Views: 694
Re: Secret Seeds
... world generation.
A lot of this can be (or already is) done with mods.
Start on any planet: https://mods.factorio.com/mod/any-planet-start ... com/mod/behemoth-enemies
etc.
There are currently 7181 mods on the portal that apply to Space Age, so you're likely to find some interesting ideas ...
A lot of this can be (or already is) done with mods.
Start on any planet: https://mods.factorio.com/mod/any-planet-start ... com/mod/behemoth-enemies
etc.
There are currently 7181 mods on the portal that apply to Space Age, so you're likely to find some interesting ideas ...
- Sat Feb 14, 2026 8:41 am
- Forum: Not a bug
- Topic: [2.0.75] Rail Planner Not Starting On Elevated Rails Most of the Time
- Replies: 5
- Views: 506
Re: [2.0.75] Rail Planner Not Starting On Elevated Rails Most of the Time
Could you attach the "cubedlowdensitystructure" mod from the faulty instance? It is not present on mod portal and i suspect it may be messing with the rail item while not messing with the ramp item. Rail planner to work needs to be told what entities can be placed and this is decided by the held rail ...
- Fri Feb 13, 2026 3:19 pm
- Forum: Ideas and Suggestions
- Topic: Secret Seeds
- Replies: 5
- Views: 694
Re: Secret Seeds
... world generation.
A lot of this can be (or already is) done with mods.
Start on any planet: https://mods.factorio.com/mod/any-planet-start ... com/mod/behemoth-enemies
etc.
There are currently 7181 mods on the portal that apply to Space Age, so you're likely to find some interesting ideas.
A lot of this can be (or already is) done with mods.
Start on any planet: https://mods.factorio.com/mod/any-planet-start ... com/mod/behemoth-enemies
etc.
There are currently 7181 mods on the portal that apply to Space Age, so you're likely to find some interesting ideas.
- Thu Feb 12, 2026 4:09 pm
- Forum: Not a bug
- Topic: [2.0.72] Gradual UPS loss by conditionless idle platforms in automatic mode
- Replies: 6
- Views: 487
Re: [2.0.72] Gradual UPS loss by conditionless idle platforms in automatic mode
I'm trying to reproduce this however 4 of the mods in your save are not available on the mod portal.
And without them I'm getting this error:
And without them I'm getting this error:
- Mon Feb 09, 2026 10:19 pm
- Forum: Modding help
- Topic: Understanding Lua
- Replies: 11
- Views: 1113
Understanding Lua
... I am a long (long... long...) time Factorio player, but very new to modding. And by very new, I mean I like just started this week (and this is ... the error) at one point. It was wild). Now, once I found a mod on the portal that did something similar to mine (basic recipe tweaks... which I am ...
- Wed Jan 28, 2026 5:14 pm
- Forum: Fixed for 2.1
- Topic: [2.0.73] Typo in tile-effect limit message
- Replies: 1
- Views: 373
[2.0.73] Typo in tile-effect limit message
That first sentence should end "...definitions has been reached."
I'm not surprised this has been missed, I think I might be one of the first people to even see this message and it took practically every planet on the mod portal enabled at once to do it
I'm not surprised this has been missed, I think I might be one of the first people to even see this message and it took practically every planet on the mod portal enabled at once to do it
- Mon Jan 26, 2026 4:03 pm
- Forum: Outdated/Not implemented
- Topic: Mod portal more options
- Replies: 1
- Views: 281
Re: Mod portal more options
the title is very bad because it doesn't describe which option you want to add , and reading the confuse text doesn't help
- Mon Jan 26, 2026 2:51 pm
- Forum: Outdated/Not implemented
- Topic: Mod portal more options
- Replies: 1
- Views: 281
Mod portal more options
... One being the bookmark - since you can't unmark unless you search for said blueprint. Another button to be "disabeled all". This is for any type of modpack. Like bob, space exploration, HD graphics, and the ideea of this suggestion is to include the mods that are "(optional)" via right click and ...
- Wed Jan 21, 2026 5:14 pm
- Forum: Mods
- Topic: Updated my Ledger mod: It’s basically an accounting tool now
- Replies: 0
- Views: 327
Updated my Ledger mod: It’s basically an accounting tool now
... who love their numbers and don't want to fly blind.
I’ve put it on the mod portal if anyone wants to mess around with it. Here are the old posts [ https://forums.factorio.com/viewtopic.php?t=132384 , https://forums.factorio.com/viewtopic.php?t=132289 ] if you want to see how it started, but it’s a ...
I’ve put it on the mod portal if anyone wants to mess around with it. Here are the old posts [ https://forums.factorio.com/viewtopic.php?t=132384 , https://forums.factorio.com/viewtopic.php?t=132289 ] if you want to see how it started, but it’s a ...
- Wed Jan 21, 2026 5:52 am
- Forum: Modding interface requests
- Topic: Suggested / Compatibility / Integration type flag for mod developers
- Replies: 4
- Views: 479
Re: Suggested / Compatibility / Integration type flag for mod developers
Yes and no.
But if you look at dependencies of a mod in the in-game mod explorer you can discover mods there
Additionally if your looking at the mod portal website and go to dependencies there is a tab for mods that depends on that mod.
Both of these are great ways to discover new mods that often ...
But if you look at dependencies of a mod in the in-game mod explorer you can discover mods there
Additionally if your looking at the mod portal website and go to dependencies there is a tab for mods that depends on that mod.
Both of these are great ways to discover new mods that often ...
- Tue Jan 20, 2026 8:49 pm
- Forum: Modding interface requests
- Topic: Suggested / Compatibility / Integration type flag for mod developers
- Replies: 4
- Views: 479
Suggested / Compatibility / Integration type flag for mod developers
This is based on a discussion from Discord (#mod-dev-help Jan 20th 2026)
This thread serves as a place for mod discussion on the topic.
Many mod ... otherwise promote this cross compatibility to players searching the mod portal (both website and in-game portal) then the author could add optional ...
This thread serves as a place for mod discussion on the topic.
Many mod ... otherwise promote this cross compatibility to players searching the mod portal (both website and in-game portal) then the author could add optional ...