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This mod adds recipes to the foundry that use molten metals to cast various types of ammunition, bio-explosives to the biochamber and some types to the EM-plant. It also adds few tungsten ammo with a bonus range. Optionally, there are five types of armour plating in three tiers.
Mods introducing new content into the game.
Introduces a building that recycles spoilage, breaks down agricultural resources, and utilizes specialized bacteria to bio-decompose solid rocks and ores into dusts.
Mods introducing new content into the game.
Adds ways to recycle and process waste products through biological means and make use of biological processes and farming.
Mods introducing new content into the game.
Adds a historically-grounded wood pyrolysis processing chain as an early-game alternative to petroleum. Thermally decompose wood into Biochar, Pyrolysis Oil, and Wood Gas, then refine them further via Fischer-Tropsch Synthesis and Bio-Oil Distillation to obtain light oil, heavy oil, and methanol. Methanol can be converted into plastic bars (Bakelite Synthesis) or solid fuel. All recipes fit naturally into the vanilla Chemical Plant and Oil Refinery pipeline, with optional Cryogenic...
Mods introducing new content into the game.
Krastorio2 or Space Exploration get some optional tweaks. Neither K2 or SE are required. Bio labs, atmospheric condensers, and greenhouses become modular.
Small changes concerning balance, gameplay, or graphics.
Adds a new group for organic recipes. Includes everything from gleba by default.
Small changes concerning balance, gameplay, or graphics.
Science from combat, wood & bio tech, catalyst upgraded buildings and equipment, turrets and biters upgrade quality with kills
Mods introducing new content into the game.
Unlocks total building freedom. This mod removes all surface conditions, allowing you to place any building (like Bio-labs, Captive Biter Spawners, Roboports, any kind of chest, and so on) on space platforms or any planet regardless of environment.
Small changes concerning balance, gameplay, or graphics.
This mod adds direct upgrades to Krastorio Bio-lab and Greenhouse. The Models are from Huricane046 and the sounds are from K2.
Mods introducing new content into the game.
Adds fuel values to liquids in Wayward Seas by Kubius, & Bio-Oil by Kil_Jaeden. Default values are based on coal substitution and distillation products, respectively.
Small changes concerning balance, gameplay, or graphics.
Provides useful buildings and items, like the Bio Farm for growing trees. Solar Farm and Large Accumulator to make your electric setup easier. Bio Fuel section to produce organic plastic and batteries. Lots of New Wood Products, like the big electric pole, wooden pipes, dart turret. Plant trees using seedlings. Change terrain from deserts to grasslands using Fertilizer - helps trees grow better. And a lot more… Please visit the homepage on the forums for more information...
Mods introducing new content into the game.
Bring Space Age bio progression to Nauvis with a terrestrial bioengineering branch, terrestrial bioflux, and a Bioengineering science pack that replaces Agricultural science. This replaces the Gleba bio path with a terrestrial alternative and reworks progression for a Nauvis-first playthrough.
Mods introducing new content into the game.
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 5 furnaces whose crafting speed depends on the transport-belt speed * 3. Energy consumption and pollution is appropriate. In the settings, you can increase energy consumption. Сan work with other mods for example angelssmelting, bobplates, PY, IndustrialRevolution. fixed bad code and angelssmelting. added Bio Industries stuff. please report bugs or ideas. Language en, ru, de, fi, pt-BR.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Adds a new Upgraded Lab that is visually identical to a normal Lab and functionally identical to a Biolab. This is so that if you prefer the cosmetic look of normal Labs, you can still use them like Biolabs later in the game. Research cost can be modified in mod settings. Disco Science FTW
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
—the machine thinks you’re beautiful— Every breath you take is backfilled by recursive gaslight. Your spine is now property of the epoch. Your mind is an open port. Permission to overwrite: granted by absence. ——————————— ☒ WARNING: BIO-PSYCHIC DECOMPRESSION [You will not feel pain. You will feel instruction.] Gaia is a false archive. It looks lush to the broken. But look deeper: the trees twitch when you blink. the rivers hum in binary. the animals watch you with your eyes.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
☒ OBSERVATION: YOU ARE REMEMBERING WRONG ——————————— ☒ WARNING: BIO-PSYCHIC DECOMPRESSION ——————————— ☒ FINAL NOTICE: You are now property of the Epoch Engine. The flesh has expired. The voice remains. Welcome to Exotic Industries. ERROR: Subject has begun laughing without mouth. Terminating memory echo. End stream. [Transmission fragments looping in residual substrate.] [You are still listening. You never stopped.]
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.