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Small changes concerning balance, gameplay, or graphics.
your factory will no longer be just a collection of cold, lifeless machinery. Each machine will be imbued with a captivating maiden soul, elegantly appearing above the machine, adding a touch of mystery and charm to your production process.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds 5 furnaces whose crafting speed depends on the transport-belt speed * 3. Energy consumption and pollution is appropriate. In the settings, you can increase energy consumption. Сan work with other mods for example angelssmelting, bobplates, PY, IndustrialRevolution. fixed bad code and angelssmelting. added Bio Industries stuff. please report bugs or ideas. Language en, ru, de, fi, br.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds pre industrial turrets. So far that's only an anti air ballista to effectively destroy airborne targets. Yes, this turret will ONLY target entities with the trigger_target_mask 'air-unit'. That means the player or entities that are able to be targeted and got the mask assigned to by other mods.
Mods introducing new content into the game.
If you have a requester chest with for example nuclear fuel normal quality, you can use this mod its upgrade planner to upgrade all requested nuclear fuel to a different quality.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Manufacture the titular items for self-defense, recreational or money-making purposes. Trade manufactured weapons and items for resources. Compatible with Bob's ores and metals (Actually not for now as Bob's mods haven't updated to 2.0 yet.)
Mods introducing new content into the game.
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.
This mod is the opposite of "expensive" recipe and technology settings and reduces the prices of things in the "normal" price settings. Prices are reduced in the same ratio by which they would be increased with the "expensive" settings. Since the "expensive" technology recipes are the same as "normal", this mod simply reduces the technology costs by approximately 4, since the official Marathon settings use a technology price multiplier of 4.
Small changes concerning balance, gameplay, or graphics.
Appropriately limits the maximum level of infinite technologies that grant productivity bonuses.
Small changes concerning balance, gameplay, or graphics.
Makes all the infinite technologies only researchable a finite number of times (defaults to once), thus allowing you to unlock every technology.
Small changes concerning balance, gameplay, or graphics.
Consistently orders the planets and related things in the order: Nauvis, Vulcanus, Fulgora, Gleba, and Aquilo
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.