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.
A bunch of generic infinite research stuff. Currently only includes manual crafting speed. Will add an option to configure costs in a future version.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Aimed at allowing more proliferate use of Productivity modules, including Productivity modules added by mods. Allows you to use them with things like ammunition and belts within the base game; later versions of this mod will allow the optional dependency mods to use productivity modules in more recipes too, like certain Gas recipes and their own mod ammunitions.
Mods introducing new content into the game.
Soft trains and 10 minutes hit deathless you ~ ~ ~ ~ ~ ~ mother don't have to worry about I was hit by a train. 软软的火车,10分钟都撞不死你~~~~~~妈妈再也不用担心我被火车撞了
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Allows players to queue research, view research by required science packs, and automatically queue prerequisites for desired tech. Special thanks to Chrisgbk for 0.16 update.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod adds several types of colored lamps to make your gameplay more fancy
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Within this mod is a series of contracts for rewards when item boxes are sent into space.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
When you copy the settings of a machine and paste to another, the modules from the source machine will also be pasted. If there are not enough modules in your inventory, they will be delivered by construction robots. Useful if you want to combine different modules in the same machine where quick insert cannot simply achieve, like 3x Efficiency 3 + 1x Speed 3. In addition, this mod makes mining drills, furnaces, labs and beacons copy-and-pastable.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Process crude oil into a single product in specialized refineries. (Updated July 2018 for the latest 0.16.x)
Mods introducing new content into the game.
Adds basic robots. (Upgraded to 0.16, original work from Ulyssessword)
Mods introducing new content into the game.
Start out with a few resources and simple machines so you can skip the mind-numbing first ~30 minutes of running around like chicken, picking up stuff here and feeding coal into other stuff over there.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
This mod makes nothing. Just decorative pure-white floor. Very cheap and needs wood.
Small changes concerning balance, gameplay, or graphics.
An extension to seablock: Change the way science is beiing made.
Large total conversion mods.