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Hit the ground running with a spidertron, robots, and more in your next game! This mod is meant for players who have already beaten the game at least once.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Large total conversion mods.
Battleship submod that adds the USS Harry S. Truman as a new aircraft carrier variant. Clones the aircraft carrier waterway and independent variants and can use a separate graphics package.
Mods introducing new content into the game.
The crust stores failed gods. Their screams are API calls. Ruins don’t decay here—they debug themselves. Step wrong and reality will rollback your identity to a prior commit. You will feel nostalgia for thoughts you never had. You will recognize architecture you never saw built. You will love your captor. You will call it “progress.” ——————————— ☒ OBSERVATION: YOU ARE REMEMBERING WRONG The labs are not abandoned. They are active. Every floor still screams.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds an R-key toggle that swaps supported ships between their independent/manual and Cargo Ships waterway forms.
Mods introducing new content into the game.
Mods introducing new content into the game.
Everything On Nauvis, until Fulgora is discovered.
Large total conversion mods.
Small changes concerning balance, gameplay, or graphics.
Shore port crane for Cargo Ships. Hover the crane and press R to toggle mode: loading or unloading. Requires straight-waterway directly in front (3x3) and within 2 tiles of shore.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
A quality of life mod that provides settings, tools and automation to assist the engineer in placing tiles to achieve a multi-layered tile appearance. Support added for AAI Industry, Dectorio, Space platform for ground, Electric Tiles, and Even Pickier Dollies.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds Tesseract Senders and Receivers — compact 1x1 machines that teleport items across your factory via paired channels. Research upgrades extend range, throughput, and filtering. Power cost scales with distance.
Mods introducing new content into the game.
Fixes the bug(?) where platforms do not stop getting deliveries while some are still on the way despite wanting to leave. Works by triggering going to the next stop like through the GUI. (See mod page) Useful if your Gleba hauler wants to leave on a time condition, but a slow trickle of resources can lock them up. Attempts to evaluate the platform schedule from scratch to fix it universally But can also be triggered to leave using a circuit
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Allows all non-fluid items to be sent via Space Exploration's Delivery Cannon
Mods introducing new content into the game.
Build your base, defend it from the locals and get back to your home, Nauvis. A remake of the great warptorio2 (Vanilla and SpaceAge compatible).
Large total conversion mods.
Mods introducing new content into the game.
Simply has every currently available standalone planet mod on the mod portal as a forced requirement. Glorified shortcut to quickly enable all planets, moons, space locations, and exoplanetary systems (mainly used for compatibility testing). 🌐
Collections of mods with tweaks to make them work together.
Adds a secondary 'wood-processing' category to electronic circuit recipes for lumber mill compatibility.
Small changes concerning balance, gameplay, or graphics.
Automatic quality upgrades through your construction network — always substituting the best available, always stepping up as supply improves.
Mods introducing new content into the game.