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A mod for Space Age that adds insulated pipes. Insulated pipes are and end-game replacement for pipes that can be used to transport fluids on Aquilo without having to keep the pipes heated.
Mods introducing new content into the game.
Space Age without Space. Settings to change up gameplay, such as planting trees for resources. New mode, stranded in an ocean of lava!
Large total conversion mods.
Mods introducing new content into the game.
Changes the star map to an assembly of nautical maps on a wooden table. Supports all planet mods!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Player mod for my other music mods that adds songs to the Game Ambient music or to the Programmable Speaker or both, depending on your settings. With settings to choose which songs are added or not.
Mods introducing new content into the game.
Early automated constrution bots. A special emitter gun fires consumable nanobots to perform construction tasks. Also adds items which add new features to construction bots. Thanks to Nexela for creating the original mod and Regi_Mahler for updating it to 2.0. If migrating from Nanobots or Nanobots 2.0, I strongly recommend you view the changelog first.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod allows you to plan your production in advance, specifying the recipes and machines that make up each assembly line. It provides powerful features that are fast and intuitive to use, so you can focus on actually building your factory.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Sell and buy items/fluids/energy on the black market using trading chests/tanks/accumulators, choosing the frequency of exchanges and related fees. You can now sell your overproduction and buy things that you don't want to craft by yourself. You can also use these trading units as a paying shipment system.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Adds burner and electric variants of offshore pumps with different power requirements and recipes
Mods introducing new content into the game.
Allows inserters to interact with normally inaccessible module slots, such as those in crafting machines and labs.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A mod that, on placement, simply forces vanilla lamps to be always on and white.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
The biters are numerous and unforgiving. Fortunately, you're protected by a moat. Unfortunately, the factory must grow... A mod that makes Nauvis more engaging by making the biters a proper challenge. Military science won't just be a requirement, it will be a necessity.
Small changes concerning balance, gameplay, or graphics.
Damage dealt to your enemies will contribute to your technology research. Includes settings to scale the effect damage has on research progress, unlocking early research options, and to disable the lab recipe. The only good bug is a dead bug!
Small changes concerning balance, gameplay, or graphics.
Adds prismite, a mysterious and powerful rainbow-colored ore, and various associated products.
Mods introducing new content into the game.
Visualize and plan your fluid network with color-coded pipes! Build with red, orange, yellow, green, blue, purple, pink, black, white and special optional colors for each fluid. Includes pipes, pipe-to-grounds, pumps, and storage tanks.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.