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This is a rebalanced version of the "Laboratory Productivity" mod by Rhaane who created most of the graphics, I just changed some code. View the description on the mod portal or the changelog for more details.
Small changes concerning balance, gameplay, or graphics.
Adds microwave transmission towers and rectenna receivers, for wirelessly charging batteries in equipment grids. Additional receivers can be used to increase throughput. Compatible with most anything that has an equipment grid.
Mods introducing new content into the game.
Various additions and changes about modules that may improve gameplay. Options including allow using productivity and quality modules with beacons, efficiency modules buff, enable multicomponent modules, etc. Multicomponent modules are expensive but powerful. Each of them offers the combined effects of multiple constituent modules, while still using only one single slot. (Locale: English, Deutsch, 正體中文, Português Brasileiro)
Mods introducing new content into the game.
Mods introducing new content into the game.
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.
Mods introducing new content into the game.
Increases the speed of farms initial and or per tier by a configurable multiplier. So you don't need to place millions of them. This makes the game easier... Sorry? Don't forget to insert the plant/animal modules to get to a normal speed.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Press Alt + Z over anything to see how many you have in your logistics network, and of what quality. Now supports searching the space platform hub for items! Requested on the forums by Tinyboss
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Add-on for IR3. Adds inspiration-based tech unlocks, requiring key materials to be obtained before further research is possible. A fresh game is required.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
This mod integrates a new type of accumulator to the game.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
New End Game universal reactor with scalable giga production of electric, heat and operation of exotic furnace, assembling machine, oil refinery, chemical plant, lab, roboport, belt, loader and turrets! Up to 40 module slots, at least 100% base productivity and 64x faster than vanilla! Operation modes: 38.24GW, 383.84GW and 3.839TW. Bootleg of PreLeyZero's UMR. Now with a new Complete overhaul of fluids, balanced fuels, recipes, sounds, graphics and ups efficiency.
Mods introducing new content into the game.
Mods introducing new content into the game.
A better GUI for managing the research queue. **This is a fork of the mod 'Improved Research Queue'. Use the fork 'Improved Research Queue with interface' only when another mod suggests it! Otherwise use the original!**
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Your train network sucks because of low train throughput or slow trains? If your answer is yes, this mod is made for you! Read more at the mod's portal page!
Mods introducing new content into the game.
Adds research technologies to increase the range of gun turrets, laser turrets, and flamethrower turrets.
Mods introducing new content into the game.
Add space hub chests that can teleport items directly into their local space platform hubs. Fixed and modified from the original Space Placeform Chest mod by Corlin.
Mods introducing new content into the game.
HR Graphics for the ships of schnurrebutz' mod 'Cargo Ships'. They're mod natively has no 'hr' but a bit more detailed normal ones. This mod adds truly hr graphics for all ships. Each one can be toggled on or off. They were created by scaling them up via AI. Sorry for the file size, all images are already compressed lossy. Original mod and images by schnurrebutz and snouz.
Small changes concerning balance, gameplay, or graphics.