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The mod generously gives: - how many construction drones do you need. - a vest with the right equipment grid size. - a stack of all possible items of equipment. - allows you to slightly speed up the drones. - some rocket fuel to last to the oil refineries. In SE, I recommend not adding fuel - there is already something to fly there. - allows you to reduce the size of the items of equipment by a factor to fit more. In general, everything for a comfortable start
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Larger inventory. Faster robots. Starting Armor / Equipment / Construction Bots. Robot speed multipliers, inventory size, and robot starting count can be configured in the Mod Settings. This mod required my other mods to work because it uses their items.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Change t2 advanced pipe intermediaries to use lead instead of iron; changes t3 intermediaries to use cobalt steel instead of steel. Also has a mod setting to double number of underground pipe segments produced per recipe.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Adds a panel to the logistic window that shows what additional buildings you can produce based on what you have available in the network.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Increases the speed of farms initial and or per tier by a configurable multiplier. So you don't need to place millions of them. This makes the game easier... Sorry? Don't forget to insert the plant/animal modules to get to a normal speed.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This is a compatibility patch of Nuclear Strike on-Death by PolarZero and True Nukes by BicycleEater This mod replaces the vanilla nuclear strike with a 20t payload offered by True Nukes
Small changes concerning balance, gameplay, or graphics.
Adds the Dead Tree Selector item which allows you to mark for deconstruction only totally dead trees (that not consume a pollution) from the map. Based from fork of Tree Eraser mod by No0Vad
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Display LTN's Provider and Requester contents for specific Network ID's as combinator output.
Mods introducing new content into the game.
Options to automatically enter car or loco when placed. Option to try to mine it when you exit.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Collections of mods with tweaks to make them work together.
Mods introducing new content into the game.
AKA gotta go fast. Tweaks tile speed and other settings of all tiles in the game. Who wants to be moving slowly?
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds more powerful combat capability to keep up with numerous and/or powerful enemies and huge biter bases.
Mods introducing new content into the game.