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Mods introducing new content into the game.
Mods introducing new content into the game.
Battleship submod for cargo ships. Creates Battleship, by adding artillery turret to cargo ship. Creates Patrol Boat, custom design boat with missile turret.
Mods introducing new content into the game.
Dynamically adjusts platform lighting based on solar power, orbital connections, and the platform’s current location between planets
Small changes concerning balance, gameplay, or graphics.
Adds a spoilage combinator that is used to check the freshness level of items inside an entity.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A twin planetary system orbiting a common center. The life-rich oceans of royal jelly on Apia and the bloody seas of Carnova, which you will industrialize.
Mods introducing new content into the game.
A simple chunk pre-generation mod that generates chunks (maps) incrementally in the background while minimising server load. This aims to prevent asynchronous crashes during multiplayer sessions.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Drag over containers to instantly drop specific items from their inventories onto the ground, with quality filtering support. Purpose to help get rid of lower quality robots from roboports.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mostly a combination of the All the overhaul modpack combined with a few QoL mods and other misc stuff from fw-personal-hell.
Collections of mods with tweaks to make them work together.
Adds a burner version of the biochamber that can also make oil based solid fuel, but can only be placed on non-Gleba/agricultural planets. This preserves the existing Gleba game design, but makes it much better to use on other planets.
Mods introducing new content into the game.
Author: SpiralDev Adds every single Science Pack to the Space Exploration Delivery Cannon recipe list. Updated to 2.0 by moonsteel (me) with the help of AI since me and my friends wanted it in our new SpaceEx run.
Small changes concerning balance, gameplay, or graphics.
no space age compatibility joins the no and space age and adds some more complexity to it
Large total conversion mods.
Large total conversion mods.
Just a fork of heat-resistant Pipes that makes pumps work with the pipes, this probably ruins the balance of the original mod, but I couldnt find a good alternative
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds Balack, a post aquilo planet containing new scrap, oil sludge and strong enemies. A single bio fabricator can be placed at spawn and is required to produce new intermediates and products including a new module at the cost of massive pollution. The intermediates can be used to produce tank mk2, mech armor mk2 and warp drive.
Mods introducing new content into the game.
Adds Wit, a moon of Nauvis covered in asteroid craters, glass, helium and coper sulfate. Use these resources to produce helium power cells, a necessary ingredient in space science, laser turrets and the robotics facility (req to craft asteroid collectors, 50% base prod). Return post Aquilo for interstellar science pack.
Mods introducing new content into the game.
Adds tissue dropped by biter nests which may be cultivated in a biochamber using bioflux and u-235. The tissue may be crafted into a new nuclear military science pack, various machines (including new military assembler with 50% base productivity), poison gas, uranium ore (centrifuge) and clones.
Mods introducing new content into the game.
Adds new biological materials and intermediates to basic recipes including steel, circuits, concrete and explosives. To do so it brings several space age mechanics to the Nauvis early game including spoilage, recycling, crushing and agriculture. Also makes significant additions to Gleba including napalm and biodiesel.
Mods introducing new content into the game.
Adds a hunger mechanic which consumes selected foods from the engineers inventory or the engineer starves. Different foods give the engineer passive regen/movement buffs/debuffs while they are being consumed. Also adds equipment which prevents starvation and more.
Mods introducing new content into the game.