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Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds in some stuff such as wind turbines, tree planters and air filters to make your factory a bit more eco-friendly ^_^
Mods introducing new content into the game.
Changes the costs in AAI Loaders to be similar to the costs in Krastorio 2. Also disables lubricated mode and unlocks them with their respective belts.
Small changes concerning balance, gameplay, or graphics.
Control train scheduling via a publish/subscribe event based system. Easy to use, and stress tested to gigabase level. Includes automated refueling. Distributed priorities for sourcing, and request priorities. Setup via simple to use GUIs and basic combinators.
Mods introducing new content into the game.
Changes the equipment grid dimensions of the Space Age "Toolbelt Equipment" from the awkward 3x1 to 2x2, or optionally 1x2 or 2x1.
Small changes concerning balance, gameplay, or graphics.
Algorithmically changes the costs of technologies and increases your usage of basic science packs when researching advanced techs. Both features are optional and have several algorithms to choose from. See the mod portal for details, examples, and graphs.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Adds a MK3 Power Armor. Doesn't contain overpowered equipment or otherwise unbalanced additions. Includes a 14x14 grid, +40 inventory, and higher resistances. Images are on the mod portal. Resistances: Acid: 0/80% Explosion: 80/65% Fire: 0/80% Physical: 12/40% Recipe: Efficiency module 3 - 25 Speed module 3 - 25 Processing Unit - 80 Electric Engine - 60 Low Density Structure - 50
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Resizes the electric furnace entity and sprite to be 2 by 2.
Small changes concerning balance, gameplay, or graphics.
Adds a new kind of train cargo wagon that connects to the logistic system in weird and mysterious ways.
Mods introducing new content into the game.
Replaces the asteroid grabber sound effect with the 'Yoshi mlem.' By request for JohnMegacycle.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Bork bork bork! Changes sound effects for construction bots. By request for JohnMegacycle.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
Science labs produce insane amounts (adjustable) of pollution while researching. Measure science in biter waves per minute. Have a reason to leave Nauvis as fast as possible. Note: This will make the game harder. Note: Before you click, ask yourself, 'Do I REALLY need that research?' Note: Efficiency modules are a thing. Note: You can turn the pollution up if you want warptorio levels of pollution.
Small changes concerning balance, gameplay, or graphics.
This mod attempts to make the early game faster, as well as giving a boost at each (non-space related) science pack. I hope you have fun with it. :3
Small changes concerning balance, gameplay, or graphics.
Deconstruct buildings in a sensible way This allows all selected buildings to be deconstructed by construction bots. Use Ctrl-Shift-D to enable the newly introduced sensible deconstruction planner. ALPHA-version - Additional testing and feedback appreciated.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Advanced nukes that selectively target either hostile forces or natural obstacles. Inspired by the Warp Nuke from Warptorio.
Mods introducing new content into the game.