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Cheaper concrete!! Adds Research to increase concrete productivity by 25% ad infinitum. Now affects all recipes that produce concrete only regardless of which mod adds it or what planet you're on. This version adds support for Dectorio's Concrete Grid and adds optional foundry recipes (depending on if Space-Age DLC is enabled) for it and refined concrete. First level is unlocked with blue science, and the last level with space science. The mod also adds infinite research.
Small changes concerning balance, gameplay, or graphics.
This mod adds overheating to furnaces and beacons. its a pretty simple mod, mostly to demonstrate the capabilites of TFMG thermal.
Mods introducing new content into the game.
Mods introducing new content into the game.
Adds 4 aircraft, each with their benefits and drawbacks, to allow for more biter-killing fun! Now updated for 2.0 and Space Age.
Mods introducing new content into the game.
Allows you to charge your power armor from the electric network, and vice versa.
Mods introducing new content into the game.
mutes the two Large Explosion sounds which have that annoying pop
Mods introducing new content into the game.
A GUI to list logistics groups, view entities that have that group set, and view the filters of the group.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod adds diesel fuel and generators to burn it. Acts as an intermediate stage between solar and nuclear power.
Mods introducing new content into the game.
What? Underground pipes actually require... pipes!? Piecewise Undergrounds builds undergrounds and consumes pipes based on how long they are, instead of just requiring some for the recipe (because how does that make sense). It fully supports bots, modded pipes, pipe braiding, fluid shenanigans, rotation, undo, redo, NPT, CCP, and more.
Small changes concerning balance, gameplay, or graphics.
This enables dynamic naming of train stops, using the one or both circuit signals.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
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.
Makes all science packs get produced at the same speed with same output counts, just like in Krastorio 2.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Adds lead ore to the base game as an early game resource. Lead is used in ammunition, pipes, batteries and more.
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.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Adds titanium to the base game. Titanium is used in Low Density Structures, Flying Robot Frames and a few other places.
Mods introducing new content into the game.