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.
Add tier 2 flamethrower turret + research. Stack size and range configurable. Vanilla friendly.
Mods introducing new content into the game.
Infinite belt speed research for express transport belts, and a belt maintenance facility to upgrade belts to the latest model.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Enable early yellow magazine so you are able to defend yourself
Small changes concerning balance, gameplay, or graphics.
This mod multiplies research science pack requirements proportional to their research time.
Small changes concerning balance, gameplay, or graphics.
Adds an assembling machine with integrated requester chest and output buffer chest, which is able to craft only items usually produced in a mall. This helps to build up a botbased mall a lot earlier, without needing to research logistic network.
Mods introducing new content into the game.
Changes the recipe of the Nuclear Artillery Shell to be one Artillery Shell plus one Atomic Bomb.
Small changes concerning balance, gameplay, or graphics.
Add tier 2 accumulator + research. Stack size configurable. Vanilla friendly.
Mods introducing new content into the game.
Rebalance of CatWEax's Battery-Electric Train mod so the trains arent totally and completley useless until late game
Mods introducing new content into the game.
This mod normalizes the cost of technologies so that they all require the same quantity of each type of science. For example: A technology that costs: '(10 red + 5 green + 2 blue) x 300' would become '(1 red + 1 green + 1 blue) x 300'.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
This mod adds changes all science pack ratios to be 1:1 for equal SPM
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Machines are smaller and can only combine 2 ingredients at once, resulting in intermediate products and additional process steps.
Large total conversion mods.
Intermediate recipes are replaced with smaller components. End products require many intermediate components. Larger machines are provided to accommodate the increased number of inputs.
Large total conversion mods.
A moderate rework of the base game adding more complexity: * rockets are launched earlier in the game * many processes produce waste products that need to be recycled * many new intermediates are added * wood has many more uses and can be produced in a greenhouse
Large total conversion mods.
Small changes concerning balance, gameplay, or graphics.
Enables K2 compatibility for the train/wagon grid.
Small changes concerning balance, gameplay, or graphics.
Adds an inefficient burner assembling machine to Schmitt's No Handcrafting mod, to allow scaling up before getting electrical power.
Small changes concerning balance, gameplay, or graphics.