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The evolution value of enemies is equal to the ratio of how much science you have finished.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Adds two advanced substations to the game. - Longer hook up rage - Bigger coverage - More expensive - Adds 'Electric Energy Distribution 3' research * Advanced Substation * Experimental Nucleonic Substation (Volatile) The Experimental Nucleonic Substation can be used with Roboports Uses Quantum, temporal and rubber band science to allow the electricity to flow to such a large area. The rubber bands are to keep the wire tight. USE AT YOUR OWN RISK!
Mods introducing new content into the game.
Toggle minimap, research progress, toolbar, alerts and rail block visualisation on and off with hotkeys.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Edits any tiles (including modded) to make tiles stack to at least 1000 items, since flooring just takes a huge amount of tiles.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Cutting edge version of the Sea Block mod pack. Contains dependencies on all mods distributed as part of the Sea Block Pack. This mod does nothing by itself.
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.
Mods introducing new content into the game.
Make science pack exponential harder Higher science pack will use lower science for ingredients Add compatible for Schall Alien Tech, Bob's Adjustable Inserters, Advanced Fluid Handling, Ultimate Belt, Transport Drones
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
Adds dynamic lighting to the player that is adjustable with keyboard shortuts.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
ZombiesExtended Equipment Adds a number of higher tier items that can be used in equipment grids.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod replaces Angel's Smelting plates with vanilla-like plate graphics.
Small changes concerning balance, gameplay, or graphics.
QoL addon for Brave New World mod: fast placing ghost power lines, loop through Roboports, quickly move to a Radar from the map, prevent changing Assemblers recipes spilling items around.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Converts trees production to seeds production (Krastorio 2 to Robot Tree Farm).
Mods introducing new content into the game.
Mod for the 'No crafting' challenge without the need for new items. It will disable all sort of hand crafting in the game and replaces your starter inventory with the 3 basic items needed to bootstrap everything.
Small changes concerning balance, gameplay, or graphics.
This mod adds electric trains which require power delivered by overhead lines. (Modified version of Realistic Electric Trains by J_Aetherwing)
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.