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Adds wood-tier belts, a lumber mill, wooden cargo wagons, and makes rails and other miscellaneous recipes cost wood.
Mods introducing new content into the game.
The island dweller's one-stop shop. Supplements Dredgeworks' underwater ores with the transport and logistics needed for seafaring, and provides some suggestions for extra add-ins. Strictly a dependency mod.
Collections of mods with tweaks to make them work together.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
** USE ONLY ON A NEW WORLD ** This mod selectively removes/hides certain technologies which are NOT considered "Tier one". Only the lowest level "Tier 1" buildings and technologies are allowed for a primitive lifestyle. Certain settings can be toggled ON to override the default behavior.
Small changes concerning balance, gameplay, or graphics.
Adds mining robots and a robot mining site which can be configured to mine nearby resources
Mods introducing new content into the game.
Move all recipes for AAI Programmable Vehicles and related structures to a dedicated crafting group/tab.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Allows you to charge your power armor from the electric network, and vice versa.
Mods introducing new content into the game.
Adds scanning and control structures based on other mods installed. Includes a Tile Scanner by default that can the contents of tiles. Can scan and place Zones with AAI Zones mod. Can scan and control vehicles and their data with AAI Programmable Vehicles mod.
Mods introducing new content into the game.
Mods introducing new content into the game.
Intended to be played with all BZ mods. And also in the SEK2BZ combo for a very so called fun experience. Made to incorporate itself into a lot of recipes Almost all of the code is a modified version of the code in Brevven's mods (the BZ mods) It's quite useful as a base for making a mod I'd say :D Most of the graphics is placeholderish, will have to do something about that xD
Mods introducing new content into the game.
The official Space Exploration modpack. Contains the required and recommended mods. If you don't want all the recommended mods then don't use a modpack, just install the main Space Exploration mod and any prerequisites will be installed.
Collections of mods with tweaks to make them work together.
Mods introducing new content into the game.
It can be hard to distinguish every non-3rd module from their neighbour.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Multi-language support for AAI mods. Locales included: Catalan (partial), Chinese Traditional (partial), Czech, French (partial), German (partial), Japanese (partial), Russian, Turkish (partial), Ukrainian. Contribute on Crowdin (link in mod info page).
Translations for other mods.
Adds a tier of heat engine which is efficient based off mod from Adiking03 and HPP now with walls and a turret that uses heat to ammo and now a heat pistol as well
Mods introducing new content into the game.
Adapt tech cost for the different stages of the game heavily inspired by Configurable Research Cost by ZarSasha thanks couldn't do it without you
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.
Many electric machine recipes in AAI Industry require upgrading from burner equivalents - this mod tweaks said recipes, removing this. Forked from the original to fix the issue during loading.
Mods introducing new content into the game.
Personal tweaks I wish to use on servers I run to get other mods to behave in different ways
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This makes Advanced Fluid Handling a little more simple. Intermediates are replaced by the sum of the plates that are needed to make the pipe.
Small changes concerning balance, gameplay, or graphics.