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Belts, splitters and loaders now need power and can be can be made more efficient through research.
Small changes concerning balance, gameplay, or graphics.
A modpack that tightens the gameplay of Space Age, removing shortcuts, adding interesting challenge, and letting Space Age mechanics be more like themselves. Each planet has many variations: nights are darker, demolishers are more numerous and move faster, lightning can hit locomotives, random variance is added to biorecipes, nuclear reactors no longer work on Aquilo, and more.
Collections of mods with tweaks to make them work together.
Adds plutonium (which is blue, of course!) in order to make the nuclear fuel cycle a bit more complex.
Mods introducing new content into the game.
Large total conversion mods.
This modpack is meant for those players who are looking for a real challenge. Lots of intermediates and resources to find and process. Big logistics problems that you will need to solve to tame the beast that is this modpack. This modpack will take a while to complete, so be ready for the long haul.
Collections of mods with tweaks to make them work together.
Plasma ducts, for more flexible fusion setups and mods that use fusion plasma, now in HD!
Mods introducing new content into the game.
Please use together with Yuoki Industries Engines for best experience ! adds more content like generators, ressource-transformations, machinery, turrets ...
Large total conversion mods.
Biological Machines is a space age overhaul focused on mundane and sci-fi biological processes. The pack adds new technologies, recipes, intermediates, buildings, weapons, equipment, planets, resources, a hunger mechanic, clones, a warp drive and more. This mod is the intended BM experience, although it only contains dependencies, any of which may be left out for preference/compatibility.
Collections of mods with tweaks to make them work together.
Adding additional technology to the base game alongside with new items, entities and crafting recipes and more.
Mods introducing new content into the game.
Adds two new advanced substations to the game. - Longer hook up rage - Bigger coverage - More expensive - Adds Electric Energy Distribution 3 research * Advanced Substation * Experimental Nucleonic Substation (Volatile) The Experimental Nucleonic Substation can be used with Roboports Uses Quantum, temporal and rubber band science to allow the electricity to flow to such a large area. The rubber bands are to keep the wire tight. USE AT YOUR OWN RISK!
Mods introducing new content into the game.
An expansion modmod for Bob's. Includes lots more chemistry, some weapons, enhancements for nuclear production, and various balance changes.
Large total conversion mods.
Accelerates (3x) multi aspects of the game to reach end game sooner and have fun. ** [WIP] ** . 3x speed, energy and pollution increase for production buildings, miners, logistics, robotics, labs. . 3x Electricity production and pollution increased . Loaders Enabled, Hand smelting and crafting enabled for all items. . Quality of Life enhancements : Zero collision box, 3x run speed, Higher reach. . Customized Free-play scenario available with commands for more accelerated play.
Mods introducing new content into the game.
This mod makes fusion power both more realistic and more useful, by making fuel cells out of the new deuterium and tritium which are simply produced from water. No more of this ammonia-based fusion nonsense!
Small changes concerning balance, gameplay, or graphics.
Extends quality scaling to locomotives, wagons, storage tanks, rocket silos, roboports and more.
Mods introducing new content into the game.
Introduces a (slightly) more realistic fusion fuel cycle, which also needs help from fission reactors.
Mods introducing new content into the game.
This mod aim to adjust power of diffentent element of the game to be more realistic (Power producing, Ore, Oil, Fission , Fusion)
Mods introducing new content into the game.
Attempts to make laser power consumption constant. More of a proof of concept and doesn't account for everything, especially late-game.
Small changes concerning balance, gameplay, or graphics.
A variety of power producing items plus some related things to change up just placing more solar panels and/or nuclear rectors, including wind turbines, fusion power, and control over power priority for early-game all the way to late-game.
Collections of mods with tweaks to make them work together.
Makes it so lamps don't require power. Supports some modded lamps, leave a comment to get more added.
Small changes concerning balance, gameplay, or graphics.
Adds various settings. Mostly these are small tweaks that do great things. More in the mod description...
Small changes concerning balance, gameplay, or graphics.