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GZ bridge/add-on layer for MFerrari's RPG System. Registers with Gizmod through the documented gizmod.register spec and exposes one RPG hub panel.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
GZ-Loot #BITER LOOT UPDATE: Loot from enemies and from the sky! Biters and spawners of all kinds (incl. modded) will now drop items and FLUX. Use with GZ-Economy and RPG systems! Original mod by Khalcifer.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod add more complexity to science packs production.
Large total conversion mods.
Add a new military science pack, which is needed in advanced military techs.
Mods introducing new content into the game.
Add a bit of complexity to the space science pack, which is otherwise too simple and a bit boring. Also bring back the satellite in a new form :)
Small changes concerning balance, gameplay, or graphics.
Add two vanilla like turrets balanced for the space age experience. Customizable in settings. Taken, improved and rebalanced from the Canon Turret and Heavy Gun Turret mods.
Mods introducing new content into the game.
A purely data-stage implementation of dangOreous-esque gameplay that supports map preview and (most) mods.
Scenarios, maps, and puzzles.
Uses available logistic robots that physically fly unwanted trash-slot items to the nearest liquid on any planet — lava on Vulcanus, deep oil on Fulgora, ammonia ocean on Aquilo, deep lake on Gleba, or deep water on Nauvis. Dumping generates pollution on all planets. Respects your personal roboport on/off toggle and construction radius. Configurable per-item and per-planet via an in-game GUI.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds options to change how loaders function, as well as enabling stacking on loaders if possible.
Small changes concerning balance, gameplay, or graphics.
Continuously removes biter creep decoratives that aren't near a biter nest (or the mound of corpses left behind after destroying one). Performance impact should be pretty low but can be reduced further by adjusting settings if necessary.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Gizmod-family compatibility and tweaks mod. v0.1.5 Contains: Extended multiplier options for science, Wooden Platform, Bioflux Autofeed, Early Mech Armor, and Burner Seafloor Drill
Mods introducing new content into the game.
[also works single-player] GZ-Economy: Adds Flux currency, Flux Terminal, global market listings, direct buys, offers, Flux escrow, account balances, and seller payout. Multiplayer tested and passed. # FLUXMART UPDATE: Value basis, FluxMart, Admin Settings
Mods introducing new content into the game.
Crucible is a high-pressure planet with a crafting chain built around creating metallic hydrogen.
Mods introducing new content into the game.
Mods introducing new content into the game.
Smarter biter AI with adaptive resistance, breach reinforcement, scheduled raids, wall regen, and overhaul-mod compatibility.
Large total conversion mods.
A twin planetary system orbiting a common center. The life-rich oceans of royal jelly on Apia and the bloody seas of Carnova, which you will industrialize.
Mods introducing new content into the game.
A giant Space Age modpack bridge that connects many planet, science, enemy, and endgame mods into one coherent progression route across multiple star systems. See the mod page or README for the full overview and credits.
Collections of mods with tweaks to make them work together.