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Improves base speed of both, logistic and construction, robots. Improves energy consumption of both, logistic and construction, robots. Twekable through mod settings.
Small changes concerning balance, gameplay, or graphics.
Improves energy consumption of both, logistic and construction, robots. Defaults to 80% efficiency, twekable through mod settings.
Small changes concerning balance, gameplay, or graphics.
Improves base speed of all the inserters. Configurable speed multiplier through mod settings.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Nuclear powered robots that don't need to recharge. Forked from King's Nuclear Bots and changed recipes to have it better integrated for Space Exploration. Drones are using RTGs instead of complete nuclear power plants. Also reduce the speed of drones a bit due to higher load / RTG. On death drones drop a random amount of ingredients.
Mods introducing new content into the game.
Did you ever felt, that the advanced tiers of Belts, Inserters, Ammunitions or even the Assembling machine 3 are only decoratives? Ahh of course not, but did you ever thought about that, they are somewhat unimportant features? You just could launch a rocket without building any of them... Not any more! This mod helps you solve this riddle, you have to build the advanced tiers of those, if you want to advance in the Tech tree.
Mods introducing new content into the game.
Fast Long Inserters is a mod that adds the normal inserters in a long hand variant.
Mods introducing new content into the game.
This Mod adds inserter capacity bonus for normal insertes to 25,50,75,100 and stack inserters to 50,100,150,200.
Mods introducing new content into the game.
Upgrade your electrical network by hiding all the wires underground! The new type of poles can be placed even under factory objects, which will save a lot of space and time. Underground poles completely repeat the middle and large poles, as well as the substation.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Makes the trees spread slowly but also die off with certain condition. Made to be performant and multiplayer friendly. Very configurable.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
You've used your ingenuity as an engineer to hack your original splitter design, creating new splitters that perfectly balance transport belt inputs. These hacked splitters require extra circuitry and are best used with single-item belts as they no longer perform the function of their baser models. They unlock when their respective counterparts become available.
Mods introducing new content into the game.
Scenarios, maps, and puzzles.
WARNING: This mod does not support quality at the moment and it will cause issues like using normal item from inventory when placing quality item. Hit Kruise Kontrol and let it take care of your problems. Currently updated version only has major bugfixes, no new features.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
This mods marks trees and rocks containing special resources on the map.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Overhaul mod that changes the vanilla recipes to be substantially more complicated. Designed to be a challenge.
Large total conversion mods.
Mods introducing new content into the game.
Adds a wood-based recipe for electronic circuits, similarly to AAI. Made for a friend.
Mods introducing new content into the game.