Search the Mod Portal by entering a search term.
To search for specific phrases, surround them with double quotes (").
The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
To further refine your search, use the sidebar on the left. Enable the checkboxes to limit the search results to selected categories and tags or use the ban button to exclude them.
You can reset your filters by clicking the active tab on the top.
There's a lot of caching on this page. It can take several hours for new mods and updates to show up in search results.
Want your trains to feel like actual real life trains? As in big, slow, and heavy, but still capable of towing unbelievable amounts of weight? This mod is rebalanced from the original in order to allow for very long trains that accelerate like a real train would--that is, slowly. But, you can have 1 engine and like 15 wagons and still get moving at a decent clip given enough time... just like real trains. You get the picture. Intended for long-distance train worlds.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Adds tiers of spidertrons, increasing the equipment grid and other stats with extremely high research costs.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a Tron Legacy Lightcycle , with laser turret its own fuel and ammo. Welcome to the grid user! Now features light walls aka tron walls!!! Special thanks to Hanodest for most of the coding sorry I massacred it! Thanks also to PennyJim for code revisions, Osmo, asher_sky for ideas and suggestions and TheKingJoe for previous work done, suggestions and ideas!
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds a versatile new Active Rail, allowing greater integration with circuit networks, as well as dynamic train collisions
Collections of mods with tweaks to make them work together.
Organizes the positions of vanilla and modded planets to better reflect the Space Age gameplay progression. The radial distances of planets are unchanged. Their angles are specified by a number called the 'tier'. Tiers run from 0 (north of the star) anticlockwise to 6 (north-east of the star). Mods with no tier assigned appear vertically below the sun.
Small changes concerning balance, gameplay, or graphics.
A scenario modpack in which you start on a space platform and descend to the surface in roguelike missions in the vein of Deep Rock Galactic to retrieve, deliver, and protect while shipping materials because on the surface you will be attacked, especially at night - when monsters will spawn around on any non-artificial tile. Ever orbiting space platform was not safe - don't forget to setup defence.
Scenarios, maps, and puzzles.
Small changes concerning balance, gameplay, or graphics.
Automatically cycles vehicle colors through the rainbow and other color themes
Small changes concerning balance, gameplay, or graphics.
Introduces shipbuilding research, enabling the construction of the fast Galleon. Enter the ship with Shift + Enter
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Lowers the inventory size of vehicles to make them less of a cheap super-chest. Also supports vehicles from AAI, and the AAI Vehicles Depot.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Allows you to call your car to your location using SHIFT + ENTER or SHIFT + NUMPAD_ENTER. In multiplayer, the car's last_user is checked to signify which car to deliver. If another player enters your vehicle, it will reset the last_user and you won't be able to call your car until you enter it again. Currently working on a fix.
Small changes concerning balance, gameplay, or graphics.
Makes thruster stacking much easier by reducing the size of the blocked area behind them.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Harvest wood on the way of vehicles driving over trees, or stone and coal when driving over rocks. Harvested items will be loaded directly into the trunk of Autodrive-controlled vehicles if the items can be used by the vehicle or equipment in its grid..
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Whilst flying overides the life support gui with jetpacky fuel statsy stuff.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.