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Compatible Other Mods

Fendi edited this page May 20, 2024 · 15 revisions

About other mods

The Factorio community has created many mods using the API tools used to build the Access mod. This mod is not guaranteed to be compatible with other mods. You have go on a case by case basis. Ensuring compatibility may require anything between zero changes and rewriting half of the mod. We welcome players to test other mods and give us feedback so that we can extend this page, where we list compatible other mods.

Most mods can be found on the official mod portal, linked here. Factorio Access is now listed on the mod portal as well, but setting it up fully requires you to install and use the mod's own launcher, which is not included in the mod portal version.

List of Soft Dependent Mods - Last Updated May 18th, 2024

These mods have been integrated into the access mod such that they are required for using some of the functions such as the driving assistant. However, the Access Mod can be used without them.

Stop on Red

Mod portal link here. By DaveMcW. This mod forces manually driven trains to stop at closed rail signals instead of ignoring them. Factorio Access Beta 0.4.8 and after include this mod in the releases by default as a rail safety feature. Note that if you keep accelerating towards the closed signal, you can overpower this safety feature.

VehicleSnap

Mod portal link here. By Zaflis. Smoothly snaps movement angle when driving cars or tanks. This makes it easier to set a good heading.

Pavement Drive Assist Continued

Mod portal link here. By azaghal. Introduces a driver assistance system for cars and tanks that autonomously follows paved roads. Also allows maintaining a preset cruise speed if desired.

Kruise Kontrol

Mod portal link here. By Klonan. Bugfixed version link here . By EliteHunter. Allows you to point to a location and make the character automatically run or drive to it. Also has other automatic actions based on what you point at, such as filling in ghosts or cutting trees.

List of Fully Compatible Mods - Last Updated May 20th, 2024

These mods work without any issues.

AAI Containers & Warehouses

AAI Containers & Warehouses. By Earendel. A set of containers in the Factorio style with multiple options for inventory sizes. They are bigger in size and capacity than regular chests. They require steel and sometimes concrete and circuits to craft them, and they are researched individually.

AAI Loaders

AAI Loaders. By Earendel. These machines are added to the end of a transport belt and they load them into a machine or chest or train wagon at full speed. The currently available version is expensive to craft but it works without maintenance or power costs. Note that a bug related to this mod will be resolved in Beta 0.4.6.

Basic Seablock

Basic Sea Block. By kuhave. Seablock is a scenario where you start on a tiny island in the middle of the sea and you build everything out of seawater, except for a handful of machines on hand to get you started. In this basic version, landfill is relatively cheap and with seawater you can grow algae to provide wood or filter out basic ores for smelting. Apart from these changes the vanilla gameplay is the same. While this mod is standalone and is fully compatible with Factorio Access, the most popular version of the Seablock is the Official Sea Block Pack by Trainwreck. This popular version uses a large combination of mods by Bob and Angel, and it has not been tested for full compatibility.

BZ Mods

Forum page link here. By Brevven. Each of these mods adds a new type of resource to the game. The recipes involving the resources replace or extend some of the vanilla recipes but the general concept is the same. You can pick individual mods or it is simpler to select one or more of the BZ Bee modpacks according to the amount of complexity you want to add:

  • BZ Bee: Basic Metals: Mod pack including Titanium, Lead, and Tungsten. Together, they modify many core recipes.
  • BZ Bee: Electronics: Mod pack including Graphite & Diamonds, Tin, and Natural Gas. Together these mods modify many recipes, including green circuits.
  • BZ Bee: Intermediates: Mod pack including Zirconium, Silica & Silicon, Aluminum, and Foundry. Modifies much of the early game and production chains throughout.
  • Very BZ: Mod pack for all BZ Mods including Titanium, Lead, Tungsten, Silicon, Zirconium, Foundry & more. Turns on some settings by default, but adds nothing new to the game itself.

For a modpack to be enabled, you need to download all the listed required mods separately. Most of the added items do not have descriptions but they are otherwise tested and found to work.

Pacifist

Pacifist. By derpumu. This mod removes military tech, weapons, and ammo for an undistracted playthrough without biters (also removed).

Void Chest Plus

Void Chest Plus. By Optera. Everything you move into this chest either by hand or via inserters is gone forever. Useful for getting rid of unwanted byproducts.

Whistle Stop Factories

Whistle Stop Factories. By Avongard. Spawns massive furnaces and assembly machines around the map to make the game all about building trains to connect them. Tuning the mod settings and world generation settings is recommended so that you can make the most of this mod.

Other Mods

Interested about another mod? You can download and install it from the mod portal to test it. Please then let us know about it on our Discord server. If the mod is compatible or can be made compatible, we can work on it and add it to this list.

How to install a compatible mod

  1. Go to the mod portal page for this mod.
  2. Go to the "Downloads" tab and download the latest version's zip folder.
  3. Go to the "Dependencies" tab to check whether this mod has other mods listed as required dependencies. Note that this tab lists optional dependencies below the required dependencies using the question marks, and also conflicting dependencies below them using exclamation marks. Optional dependencies can be ignored and conflicting dependencies need to be avoided.
  4. For each required dependency mod, repeat steps 1 through 4.
  5. Move your zip files into the "mods" folder under the main Factorio folder. This mods folder should already have the FactorioAccess folder and maybe other mod zip files. You do not need to unzip any mods.
  6. Run the Factorio Access launcher and from the mods menu, check that the mods you want have been enabled.
  7. All done!

How to disable or remove a mod

You can disable a mod from the launcher menu. Also, you can fully remove a mod by deleting its zip file, but this will also delete the modded content from your save game. It might also damage your save game if the mod is complex and changes a lot of things when installed.

Navigation Sidebar

Home

General

A1 - Factorio Access Unique Features

A2 - Optional preset map - Compass Valley

A3 - Demo Maps

A4 - Early Game Milestones

A5 - Compatible Other Mods

A6 - Known Bugs

A7 - Planned Features

A8 - Launcher Features and Game Setup

A9 - Ratios Cheat Sheet

A10 - About Game Sounds

A11 - Tutorial Transcript

A12 - Info for Contributors

A13 - Game Console

Non-wiki pages

Beta Changelog

Releases Page

Beta Mod Main Page, including controls

Alpha Mod Main Page, now outdated

Factorio Mod Portal Page

Wiki chapters

Chapter 1 - Gameplay basics

Chapter 2 - Resources and mining

Chapter 3 - Furnaces, mining drills, and chests

Chapter 4 - Inserters part 1: Inserter logic and burner inserters

Chapter 5 - Transport belts part 1: Segments, lanes, and other basics

Chapter 6 - Fluid handling part 1: Fluid behavior and pipes

Chapter 7 - Electricity part 1: Basics, power distribution, and steam power

Chapter 8 - Technology tree, labs, and science packs

Chapter 9 - Inserters part 2: Electric inserters

Chapter 10 - Transport belts part 2: Underground belts and splitters

Chapter 11 - Assembling machines and automated production

Chapter 12 - Factory building guidance

Chapter 13 - Fluid handling part 2: Flow rates, storage tanks, fluid wagons, pumps, and barrels

Chapter 14 - Oil processing part 1: Transporting oil, basic oil processing, and early oil products

Chapter 15 - Electricity part 2: Larger electric poles, solar power, and accumulators

Chapter 16 - Cars and trains

Chapter 17 - Modules

Chapter 18 - Oil processing part 2: Advanced oil processing and products

Chapter 19 - Landscaping and paving tiles

Chapter 20 - Worker robots part 1 - Roboports and basic services

Chapter 21 - Electricity part 3: Nuclear power

Chapter 22 - Armor equipment and guns

Chapter 23 - Death and enemies

Chapter 24 - Pollution

Chapter 25 - Worker robots part 2 - Logistics networks

Chapter 26 - Worker robots part 3 - Blueprints and Planners

Chapter 27 - Kruise Kontrol

Chapter 28 - Circuit Networks

Chapter 29 - Rocket construction and the late Game

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