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Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Adds large moonlight towers that provide area lighting. Compatible with Pyanodon's mods.
Mods introducing new content into the game.
Expands the Promethium Endgame and adds another planet with new production steps and ressources. savegame compatible. The content of the mod is complete. New content will still be added, of course ;) This mod will be continuously improved and fixed. I am writing this mod in my spare time and therefore cannot work on it every day. I would be very happy about feedback :)
Mods introducing new content into the game.
Graphics for the Nexus Extended Promethium Endgame mod.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
A normal Nauvis start, but every other planet is replaced with asteroid belts, so space platforms are still required. Go asteroid mining for Tungsten, Scrap, Lithium and Pentapods to progress through the usual Space Age tech tree. Now configurable. Bugs expected.
Mods introducing new content into the game.
An overhaul of the electric network, engineer an Electric Grid! The overhaul is optional.
Large total conversion mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds an adorable Siro-tan (baby harp seal) pet that galumphs around and follows you! Each player gets their own pet companion that performs cute actions like sleeping, wiggling happily, and showing love. Fully multiplayer compatible.
Mods introducing new content into the game.
Nuclear overhaul mod. Fly to Aquilo as your first space platform destination. Or second, or third.
Mods introducing new content into the game.
Adds two balanced higher tier thrusters with enhanced efficiency, larger fuel storages and significantly more thrust (MK2 for mid-game and MK3 for late-game). Thruster upgrades can be unlocked before Aquilo. You can also make thrusters symmetric and increase thruster fuel/oxidizer fuel value to get more thrust.
Mods introducing new content into the game.
Crude oil is too thick to flow through regular pipes. Requires special thick fluid infrastructure with limited range, forcing early-game oil transportation via barrels. Features new pumps, pipes, and a specialized barreling machine.
Mods introducing new content into the game.
Fill the gap between gun turrets and lasers with this powerful sniper turret — now with high-damage physical ammunition!
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Mods introducing new content into the game.
Add the circular collider lab, a powerful endgame upgrade for the lab. Unlocked on aquilo, you can use it on every surface, even in space!
Mods introducing new content into the game.
Highly customizable overhaul. Add lithium battery to the science pack and a whole new production chain to endgame. Unlock powerful items and a new tier of equipments.
Large total conversion mods.
Make changes to Aquilo to truly make it the final planet, adding challenge and a sense of advancement to the late game. -> Some recipes are more complex. -> Some technologies are more expensive. -> And some more features....
Small changes concerning balance, gameplay, or graphics.
This mod adds the planet Aurelia, with a new tech tree around gold and quartz products.
Mods introducing new content into the game.
Adds an ISK currency and lays the groundwork for a galactic market. Sell and buy resources flexibly with ISK (InterStellar Kredits), to boost your factory and economy. You can craft as usual - selling resources and importing goods is less profitable, but it scales much better! You can belt resources directly to the Market Hub without manipulators. Research also costs ISK! Cheat codes if you want to skip tech tree: /gm-give-market-hub /gm-give-market-terminal
Mods introducing new content into the game.