Search the Mod Portal by entering a search term.
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The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
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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.
Reskins the turrets using IR3 graphical assets, if installed. Requires the manual installation of the Industrial Revolution 3 Asset Packs.
Small changes concerning balance, gameplay, or graphics.
Increase Scrap stack size to 200, or whatever else you want (within reason).
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Improves the plasma connectors of the fusion generator to allow compact and simplified designs.
Small changes concerning balance, gameplay, or graphics.
Adds the alternative science pack production with research and optional productivity techs.
Mods introducing new content into the game.
Adds new circuit network signals to miners and resource extractors (like pumpjacks) to enable advanced circuit network logic and monitoring.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Gleba's crops can be grown in Nauvis, Vulcanus and Fulgora with little work
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Allows The Memory Unit mod back into the game in Space Exploration Earlier than SE intended, but as soon as originally planned.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Progressively increases difficulty by increasing science cost each time a technology is unlocked. Multiple settings to control which technologies affect the cost curve by how much. Allows science multipliers exceeding 1000x.
Small changes concerning balance, gameplay, or graphics.
Adds a few Aquillo-specific chemistry recipes, for those wishing to develop industry there.
Mods introducing new content into the game.
Slight tweaks and mostly compatibility for a few planet mods. Check mod description for list.
Small changes concerning balance, gameplay, or graphics.
Converts the Pelagos barreling machine into automatic variants (removing the manual selection of barreling recipes).
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
And you may ask yourself, "Well, how did I get here?" A handy utility for larger maps or for those who never learned to drive well. Favorites, hotkeys, and history navigation are highlights of this mod. Creation and curation management for map tag locations.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Fork of the Everything on Nauvis mod that enables lightning rods. Enables you to install other modded planets that spawn lightning.
Mods introducing new content into the game.
Greatly extend the end game requiring multiple launches, massively increased science and item production. Requires a few hundred launches with a variety of new components. The goal is to build a vessel capable of getting you off the planet and home safely.
Mods introducing new content into the game.