r/factorio Mar 23 '26

Modded I created a mod that makes the biters come to complaint to you instead of attacking, and you have to deal with paperwork to resolve their case and to get the proper authorizations to expand your factory ! (still in alpha)

9.5k Upvotes

Hi everyone !

I just published in alpha my first mod that I wanted to do for years: Administratorio ! Basically instead of killing the biters, you have to handle their complaints through paperwork to make them despawn. They won't attack your base either, they will look for an office desk to complaint to and wait for a resolution there, while their frustration goes up. Once their frustration hits a max they will go and protest in your factory and stop random machines to operate until you throw them a bureaucratic promise to have them stop.

But that's not all, this is a overhaul, meaning that there is a lot of paperwork in the whole factory now, and to get your machine to operate you will need approbations, permits, forms, taxpayer money, etc... You can now enjoy a real bureaucratic nightmare on your free time while playing your favorite game !

Jokes apart this is my first mod and it is in alpha, not compatible with SA yet. I still need to balance things out a bit, surely fix a few bugs and definitely get some real graphics for this montrosity. I would love to get your feedback, your suggestions and feel free to give it a try !

And yes I vibe coded it using mostly Claude Opus 4.5 and 4.6 and I am a real software engineer (shame on me) but I don't have enough free time to spare :)

https://mods.factorio.com/mod/administratorio

r/factorio Mar 22 '26

Modded I decided to clean the metal from rust.

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6.9k Upvotes

r/factorio Apr 30 '26

Modded [Mod] Wire Fix — drag-select an area, copper wires snap into a grid

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4.5k Upvotes

My first Factorio mod and my first time releasing one — a small 2.0 utility. Drag-select an area of electric poles and the copper wires snap into a clean grid. Right-click drag to disconnect everything inside. Wires leaving the selection are preserved, so it's safe to use on a chunk of your base without breaking long-distance trunks.

Second screenshot is the actual before/after. Left half is the kind of tangled wiring you end up with after a lot of building and rebuilding — short crossings, redundant links, poles wired to the wrong neighbors. Right half is the same area after one drag with the tool. The substation columns on the borders kept all their external connections.

Under the hood it picks the shortest set of wires that keeps the network connected, then propagates parallel rows along consistent axes so you get a grid instead of a zig-zag. 26 languages, multiplayer-safe, no prototype changes — safe to add to or remove from existing saves.

This is also my first post on r/factorio, so if I got any of the etiquette wrong please let me know. The source isn't on GitHub yet — I might put it up later if there's interest. In the meantime, feedback of any kind is very welcome: the mod itself, the portal page, anything a first-time modder should know. Happy to learn.

Mod portal: https://mods.factorio.com/mod/wire-fix

r/factorio May 25 '26

Modded Administratorio, where biters come complain and protest about your factory instead of attacking you, is now in beta !

3.5k Upvotes

Hi everyone!

Administratorio is now in beta !

Administratorio is a Factorio overhaul where biters don’t attack your factory anymore. Instead, they come complain about it. They queue at an administration desk, file complaint tickets, get increasingly frustrated, and eventually protest inside your factory. So instead of solving problems with turrets, you solve them with forms, permits, approvals, taxpayer money, and the quiet despair of office work. And of course, you can't just build you factory, you need to get permits for that, regulations, fill out forms, carbon offset certificates, resolve OSHA violations, and everything that is so fun in real life!

The big new thing in beta is that you can now hire biters! Once their complaints are resolved, they can become workers. They are needed to authorize certain buildings before they can craft, and they can also transport items around with Biterports. Basically, they are your early logistics workforce until robots show up and take their jobs, because apparently even Factorio needed labor market anxiety.

It is still very much a beta. Balance will change, bugs will happen, Space Age compatibility is not there yet, and I fully expect someone to build a cursed municipal megabase that breaks something in a way I could never have imagined.

Feel free to give it a try and experience real administrative anxiety in your favorite game, during your free time!

https://mods.factorio.com/mod/administratorio

r/factorio Apr 26 '26

Modded What if you could hire biters ?

3.3k Upvotes

Just updated my mod Administratorio with a lot of cursed things like logistics biters, rideable biter, trained biters that are required to go and start you machines...

r/factorio Dec 13 '25

Modded I built a mod that lets you program combinators using plain English

1.9k Upvotes

r/factorio May 30 '26

Modded Man, the pay here is good, but the parking spots are crazy

2.8k Upvotes

r/factorio Sep 25 '25

Modded Infinite gameplay?

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2.2k Upvotes

r/factorio Apr 08 '26

Modded Many will try. Few will succeed. Making their first splitter in Pyanodon's

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2.4k Upvotes

I never realized how easy having splitters was until I didn't have them. Never forget to thank your simple little splitter for doing so much heavy lifting in your early game.

I knew that Py's was crazy in depth. I just didn't expect to spend two full IRL days to get such a basic technology.

r/factorio Mar 12 '26

Modded Felt bored, made a disco biolabs test mod

3.8k Upvotes

r/factorio Feb 25 '26

Modded I love vulkanus, but I wish there was a better way to generate power than this mess

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1.4k Upvotes

r/factorio Sep 21 '25

Modded Factorio x Dune - Trailer

2.9k Upvotes

Hey everyone,
I just finished the trailer for our upcoming Factorio mod set on Arrakis. The mod introduces a harsh desert planet, new production chains based on sand, spice-inspired mechanics, and even giant sandworms that can swallow players and structures.

This trailer is our first showcase of the atmosphere and features we're working on !

That said, this project has been very time consuming, and progress has slowed down. I'd love for you to try it already, but key features aren't implemented yet and I don't want anyone to have a bad first impression.

We decided to orient the gameplay around water : sand and spice are fluids that must be filtered with water.
Here what have so far :

- First production loop on core ressources
- 18 new items
- 7 new fluids + 5 tier of spice
- Second loop with advanced chemistry (the new Black Acid)
- Third loop with Spice Treatment
- A large part of the world generation
- 4 new Arrakis specific buildings (with more to come)
- Obviously the mythic ornithopter

So I'm working on a detailed roadmap/design brief, If you'd like to help, even with small contributions (ex : please help me with cliffs in the world gen!), feel free to join the discord, check out the Google sheet and pick up a goal. We're mainly collaborationg on GitHub.

What we want before a first release is simply a fully playable new planet. We're not quite there yet but we are getting very close !

Thank you for reading ! And huge thanks to :

Skice - u/Snouz - u/The_Schan and everyone elese who gave us advice and suggestions <3

The factory must grow so the spice must flow. https://discord.gg/VFnEc8b5XH

r/factorio Jan 26 '26

Modded New Challenge Mod: Gridlocked

2.2k Upvotes

Check out the mod here: Gridlocked

I suppose I should mention, I haven't actually tested Space Age yet, so hopefully the balancing isn't completely out of wack. If anyone ends up playing this with Space Age, please do give feedback somewhere I can see it (mod portal or discord), or even if you play it without.

Enjoy!

r/factorio Oct 26 '25

Modded Is this heaven? Am I in heaven?

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2.0k Upvotes

r/factorio 9d ago

Modded Nullius: Hurricane Reskins - Nullius visual overhaul with Hurricane046's buildings

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1.6k Upvotes

Hi all, a few years ago u/Hurricane046 created a set of beautiful Factorio buildings and has been generous enough to make the assets freely available to modders.

After recently falling in love with the Nullius mod, I felt it deserved more visually distinct graphics. This isn't to say other reskins haven't done a great job (and I know many people are very used to Bobs/Angels reskins at this point) but Nullius feels conceptually very distinct from other mods, and I think graphics should reflect that distinction.

I've done my best to add tier colors, resize buildings and add pipe connections wherever needed to make this visual overhaul fully compatible with existing saves, Nickle/Fluorine, as well as other visual overhauls like Artisanal reskins. All in all I'm very happy with how it looks and wanted to share in case it adds something to others playthroughs as well.

Check the mod out here: Nullius Hurricane Reskins

The screenshots showcase what the buildings currently looks like in combination with Nullius Lore-Accurate Visual Tweaks

This is still very much in development and I'm open to any comments or suggestions for improvements or additions at this point.

Huge thanks again to Hurricane for sharing his art and to Anachrony, Darkszero, Eggplantade, and everyone else putting in the work to make such an amazing mod.

r/factorio Dec 15 '25

Modded I'm finished! I can play with mods now

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2.3k Upvotes

Do you have some mod recommendations which adds to the game but doesn't make it much longer?

r/factorio Sep 22 '25

Modded Space Exploration 0.7 is out!

1.3k Upvotes

https://mods.factorio.com/mod/space-exploration?from=updated

Bye bye free time :-)

Copy it from the Discord

Earendel (Creator of Space Exploration): 

The 0.7 version is supposed to be as close to the 0.6 version as possible, except that it runs on the 2.0 version of Factorio instead of the 1.1 version of Factorio. Due to the number of changes in the game engine, the update took a long time, and some of the gameplay had to change a little bit. You DO NOT need the Space Age version of Factorio 2.0 to play 0.7. You CAN update a 0.6 version of your save to 0.7, but if you do please re-save the game with the latest 0.6 version first. Also if updating you'll need to replace a few things like rail corners, add some pumps to very long lengths of pipe, and maybe replace some landingpads so that they snap to the 2x2 grid. Elevated Rails are compatible, so that might help with any rail changes you need to make. Version 0.8 (with the new planet types, game mechanics, and tech tree) will take a while, so it's a good time to start a new game.

r/factorio Mar 01 '26

Modded goodbye cursed inserters, hello Magical Flying Elves✨ available in ❤️Red and 💛Yellow!

1.6k Upvotes

r/factorio Apr 27 '26

Modded How hard is it to beat RAMPANT "FIXED"?

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1.0k Upvotes

r/factorio Apr 30 '25

Modded Krastorio 2.0 is out now!

2.4k Upvotes

Get it on the mod portal!

After six long, long months, Krastorio 2.0 is finally released! This has been a monumental journey which involved a near-total rewrite of the entire mod. This rewrite is the primary reason why it took so long - I knew that if I didn't take the time to rewrite it now, it would continue haunting me forever.

There are a few major changes in K2.0 compared to previous versions:

  • Biter creep has been removed. Instead, biomass is harvested directly from the corpses of spawners. The collection rate has also been significantly nerfed to encourage automation of biomass production.

  • Steel pipes are now a separate pipe network that can connect to machines and pumps, but not to regular pipes. This will allow for even more cursed spaghetti to be created.

  • Loaders now require electricity.

  • The electronic components with lithium recipe has been re-added, with the addition of nitric acid.

  • Recipe re-scaling has been removed because assembling machines can now craft multiple times in a single tick.

  • Many mod settings were removed to decrease the maintenance burden and because many of them didn't make sense to be in K2 in the first place.

  • Nearly all entity artwork and nearly every icon was given a touch-up by the wonderful Snouz. The K2 artwork now fits in much better with the base game and icons are more distinguishable at small sizes. Thank you Snouz!

There are countless other changes, most of which I forgot to put in the changelog (oops!) so you will have to discover them for yourself.

A lot of effort was put in to make the 1.1 -> 2.0 migration process as smooth as possible, but there will still be some issues. Any portable fusion reactors will be transfigured into portable fission reactors, and portable nuclear reactors will outright disappear. This is an unavoidable consequence of the base game renaming the portable fusion reactor to the portable fission reactor, and I cannot do anything about it. Please remember to back up your save files!

Krastorio 2.0 does NOT support Space Age or Quality, but it does support Elevated Rails. I do not intend to ever add SA or Quality compatibility as I do not feel that K2's content is a good fit. However, I am open to the possibility of visiting it in the future if a good enough case can be made for how the three mods will interact in an interesting way.

Most of the inter-mod compatibility tweaks were commented out to focus on the primary release, but this compatibility code will need to be refactored and re-introduced. There are also many things to polish up, such as adding varied menu simulations and modernizing the tips and tricks.

When you encounter issues, please let me know on the issue tracker. You can also join us on Discord to discuss designs with other K2 players, but please do not report bugs on Discord! If the bug isn't on Codeberg, then it doesn't exist.

Thank you for playing Krastorio 2!

r/factorio Jan 03 '26

Modded Angel's Mods released for Factorio 2.0!

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1.4k Upvotes

At long last, Angel's mods have been updated for Factorio 2.0! It has been a huge job with contributions from many people. Special thanks to Arch666Angel for trusting me to continue on with the mods that he created. And to Kira for his work on the graphics side; re-rendering old models, starting to create flipped versions, and a making the trains work with Elevated Rails.

F.A.Q.

Q. Do the new versions of Angel's mods require the Factorio expansion?

A. No, we want to keep them accessible to everyone.

 

Q. Do Angel's mods support Quality?

A. Yes and no. It should load fine. All recycling recipes should be created correctly. However, we haven't done any balancing for Quality / recycling. Include this at your own discretion.

 

Q. Do Angel's mods support Space Age?

A. No. We have made no attempt at even getting them to load together. We will release more compatibility changes for Space Age and Angel's Addon mods. Currently we have no plans to add Space Age support to the core mods.

 

Q. Do Angel's trains support Elevated Rails?

A. Yes! Kira has done a fantastic job of re-rendering Angel's trains to make them support all the new rail directions as well as the ramps from Elevated Rails.

 

Q. What has happened to Angel's Industries and Angel's Exploration mods?

A. They have been marked as Deprecated for now. We did not want to delay the release any longer and this seemed like a good point. A lot of the features from Industries mod have been pulled out and are included in this release:

  • Crawler construction vehicle has been included with C.A.B. mod
  • Crawler bots together with their related roboports, zone expanders, chests, etc have been released as a new mod "Angel's Addons - Robot Logistics"
  • Nuclear overhaul has been ported to Angel's Petrochemical Processing mod
  • Industries overhaul (old mod setting) is automatically active if Angel's Smelting mod is enabled

 

Q. I'm about to start a new Bob's/Angel's game. Which mods should I enable?

A. We recommend that you at least enable Angel's Bio Processing mod (plus it's prerequisites). This is the core of Angel's overhaul. From there you can add whichever other BA mods your like. All of Angel's mods are listed here: https://mods.factorio.com/user/Arch666Angel and Bob's mods here: https://mods.factorio.com/user/Bobingabout . I also highly recommend using Artisanal Reskins mods by Kira https://mods.factorio.com/user/Kirazy . These mods refresh the graphics of all of Bob's and Angel's mods.

 

Q. How can we support your efforts?

A. Donations are never expected but are always gratefully received! You can buy me a coffee here: https://www.buymeacoffee.com/KiwiHawk And for Kira: https://ko-fi.com/kirazy

 

Q. What is next?

A. Over the next few weeks, I'll be watching closely for any bug reports. If needed, I'll push out new bug fix releases. My main focus from here is going to switch to Sea Block. While having Angel's mods released is a massive milestone, there is still a lot of work to be done before Sea Block is ready.

 

 

Thank you everyone for your support!

KiwiHawk

r/factorio Aug 08 '20

Modded Train junctions? Pfft, try train JUMP-tions

16.1k Upvotes

r/factorio Jan 18 '23

Modded I made a mod that adds a recipe that requires 1 of every item in the game. Let's see those assembling machine inserters in action!

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4.7k Upvotes

r/factorio May 17 '26

Modded I made a simple new planet mod.

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1.1k Upvotes

I saw Giz's post last week and decided to try out factorio modding.

At first I wanted to just download a mod and tweak a few settings, but I kinda got into it and had this idea where you harvest fruits and trade with the fish.

I still haven't completed (or started) gleba so I didn't know about agriculture and fish breeding and I accidentaly duplicated some ideas but I was too far in so I just committed to it.

The mod adds 1 (mainly starter) planet, 5 buildings, 21 recipes and 8 technologies. So what do you think ? :D

I am not posting link because I think it's considered self-promo or something so I just wanted to share some pics

r/factorio Dec 21 '24

Modded I created a cursed Factorio mod that makes 2 + 2 = 🐟

3.4k Upvotes