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Adds a few tiers of underground belt/pipe that can go much farther than standard underground belts/pipes, and charges the player a number of belts/pipes based on the distance between the entrance and exit belt/pipe. When used with Bob's Logistics, it will apply these same effects to it's underground belts.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Rebalances trains to be heavier, stronger, use more fuel, and increases wagon capacity
Mods introducing new content into the game.
Adds to the game advanced, high-speed machines for the Assembly of components that are 16 times higher than the vanilla machines 3 levels. Balanced. Language en, ru, de, fi.
Mods introducing new content into the game.
This mod adds recipes to build everything from a small Island surrounded by water
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Sort and organize the recipes in the crafting menu so that's it's cleaner. Meant for use with Bob's, also supports Angel's and Omni.
Small changes concerning balance, gameplay, or graphics.
Gives you some options for some alternative starts, use Mod Settings to select which one you want otherwise you will default to base game start.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
An extension to the space extension mod: Change the way science is beiing made.
Large total conversion mods.
A mod that turns science into a liquid that you have to fill science packs with bottlers
Small changes concerning balance, gameplay, or graphics.
Play with 30 new science packs and a new technology tree (if omniLib enabled) that adds efficiency tech to the various science packs. This mod is not an extension to lovely_santa's mod by a similar name. It adds 30 science packs but they are all pretty inexpensive. A TON of customization exists for the mod and individual packs can be disabled. Mod integration engine designed to add pack types to entire tech tree (only applies to technology that can be traced back to vanilla tech). Optional...
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
NEED ROBOPORTS. Your logistic robots are so fast that take your itens between the logistic chest like a teleportation.
Mods introducing new content into the game.
Adds barbed-wire, which can be placed down and hurts and slows down any enemy that walks on it. They can be upgraded to: Reinforced (more health and damage) Slowing (slows down more) Poison (deals extra damage) or any combination of the three.
Mods introducing new content into the game.
recipes for some mods to work more smoothly or just random recipes I made up while playing
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
A mod that changes the solar panel to produce 5MW. Also accumulator input modified to 3MW and output modified to 5MW.
Mods introducing new content into the game.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
You have several signs to quick put in your factory to organize it before building. Now with tiles for better accuracy in the space reserved.
Small changes concerning balance, gameplay, or graphics.
Dont build furnaces, just use the materials you mining. Just Vanilla game.
Mods introducing new content into the game.