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.
Display Cybersyn's Provided and Requested content for specific Network ID's as combinator output.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds a selection tool with configurable options for automatically setting logistic requester chests based on the crafter they insert into, and/or circuit settings for inserters pulling from crafters. Great for configuring bot malls.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Quickly search for items by name from your inventory/chests/craftables/logistic supply.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Adds a primitive foundry without the inherent productivity bonus that only requires logistics science to research. Intended for inclusion with challenge mod packs such as starting on Vulcanus with Any Planet Start.
Mods introducing new content into the game.
Mods introducing new content into the game.
Changes Yumako and Jellynut Processing recipes to be deterministic. Optionally adds recipes for getting just seeds or byproducts alone.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Read the inventory contents of players with circuits and restock them with inserters, early game logistic bots.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
This mod spawn an Devour of Spaghetti when pollution is too high. Warnings will be displayed in the chat. In the settings you can chose enemy which will spawn, right now big demolisher or behemoth biter can be summoned.
Mods introducing new content into the game.
Adds one more (faster but more expensive) tier of Electric furnace, Oil refinery, Chemical plant, Assembling machine, Long handed inserter, Lab, Pumpjack, Underground pipe, Offshore pump, Storage tank, Transport belt, Electric mining drill, Roboport and Centrifuge. You can enable/disable any of these in mod settings as well as change both speed and energy usage.
Mods introducing new content into the game.
This mod makes an eternal night on Nauvis, other places are unaffected as they may not have liquid water like Aquilo.
Small changes concerning balance, gameplay, or graphics.
Overhauls beacons to use exclusion areas in addition to distribution areas. Adds (optional) new beacons while preserving the functionality and usefulness of vanilla beacons.
Mods introducing new content into the game.
Disables all pipes and storage tanks. Players must use barrels for fluid handling! Similar to mod Barrels O' Fun! (No pipes allowed) by ief.
Small changes concerning balance, gameplay, or graphics.
Sets all electric‐pole wire connection range to 1 (or 0) for a tougher game. Similar to mod Wireless Challenge by trold
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Read the science in this lab, on this surface, or across all of them.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A scenario that places you on Muluna, near the edge of the solar system.
Mods introducing new content into the game.