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Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This helps you to do some of the achievements by stopping you from doing what would invalidate the achievement. Entirely configurable with mod settings.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Перевод многих модов на Русский язык. Пишите нам о модах которые хотите видеть на Русском. Сообщить о проблеме в моде V1 - раздел [Discussion] Сообщить о проблеме в моде V2 - Discord Chennel: Russian translations
Translations for other mods.
Rip and tear those biters with your own two hands! Adds 8 types of melee weapons that can be made from iron, steel, and uranium, and 2 laser swords. Also adds 4 arms that you craft and use to hold and swing the melee weapons with.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Angry Biters will make all units and turrets (worms in vanilla) enrage once they hit 50% hp. An enraged unit runs twice as fast, attacks twice as fast, regenerates health twice as fast, and pursues its target four times as far. An enraged turret attacks twice as fast and twice as far. Should play nice with other mods that either tweak vanilla enemies or add new ones entirely, but if it doesn't please let me know!
Small changes concerning balance, gameplay, or graphics.
Nests absorbing pollution causes evolution to increase instead of when it is produced. An improvement to vanilla pollution evolution behaviour. Default values are balanced to allow you to turn vanilla pollution evolution factor off without changing difficulty but everything is Qonfigurable. Doesn't impact UPS. /ngevolution to see evolution factor
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod changes the laser turret shooting sound to be a tie fighter laser from Star Wars
Small changes concerning balance, gameplay, or graphics.
Large total conversion mods.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Linked pipes that fill or extract from a single globally (planet-wide or galaxy-wide) linked storage, one per fluid type. Set the fluid type in the GUI or automatically based on pipe connections and the contents will be shared among all other unipipes with that fluid type. Pairs well with Unichest mod and its included selection tool for setting fluid filters.
Mods introducing new content into the game.
Add solid and liquid resin to the game so we have a way of despite all the choped tree at the beginning of the game. Also, it's possible with this mod to grow your own trees in greenhouses (mod settings) and aim for an automated solid biofuel production ! Have fun and don't hesitate to give feedback !
Mods introducing new content into the game.
Adds options to change many stack sizes (and fluid capacities). Fork of ReStack to improve compatibility with other mods and add new features
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
TREES ARE THE NEW ENEMY no 1! Enable mod to disable the spawning of enemy bases and trees on NEWLY GENERATED chunks. Disable mod to restore previous behavior. This way you can go mega without having to use lua commands (=losing achievements) or restart the game and can actually kill all enemies. WARNING: Usually the game generates a few more chunks than what the player sees and enemies may already have been generated and exist on chunks not yet discovered by the player and may expand.
Small changes concerning balance, gameplay, or graphics.
Fixes the tech when you play SE(v0.6)+248k(overhaul mode): you need Carbon Fiber Reinforced Plastic to build rocket silo and satellite, and you need to launch rockets first to research the tech to make Carbon Fiber Reinforced Plastic. Fixed by adjusting the prerequisites and required ingredients of the tech, credits to @broffey (Github).
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Rework of fuel values in order to keep them constant between recipes. It is made with the assumption that recipes converting between fuels do not add energy into the material and that chemical processes (that is oil cracking and coal liquefaction) comes with an energy loss of 20%. Other recipes, such as rocket and nuclear fuel maintain the input energy amount. Beside these it treates solid fuel made from light oil as 100% correct, and derives other recipes from that.
Small changes concerning balance, gameplay, or graphics.
Humanity has made many great advances, but still looks to nature for inspiration. Thanks to users ThaPear, ratchetfreak, Klonan, and TheBrain0110 for lots of help on the core of this mod. Great work!
Mods introducing new content into the game.