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Use explosions/bombs to convert land to water. (Originally 'Landfill' by Rseding91)
Mods introducing new content into the game.
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.
Mods introducing new content into the game.
Many recipes in AAI Industry are much more expensive or complicated than in vanilla - this mod tweaks said recipes, bringing them closer in line with vanilla.
Small changes concerning balance, gameplay, or graphics.
Translations for other mods.
Modifies all water-placing items from mods to place water safely in a way that doesn't kill characters or creatures. Also has settings to add a basic waterfill item with recipe and to enable individual swimming (water walking).
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Overhauls the power network to use the game's built-in fluid system in an attempt to make electricity more realistic. Adds working transformers for high power transmission, and creates various new and interesting power distribution challenges. Similar to the mods Flow Network and High Voltage, but significantly different by being the first mod that uses no on-tick power calculations. This means the UPS impact should be minimal for non-gigantic bases.
Mods introducing new content into the game.
Adds 10-19 instrumental tracks for your listening pleasure. Many thanks to Trent Reznor for releasing all his music as creative commons in multi-tracks and allowing the creation of this
Small changes concerning balance, gameplay, or graphics.
This Mod adds new tiers for Power Poles for the Small, Medium, Large and Substation once. [[reupload]]
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Improves laser turrets by increasing the bonus gained from the 'Laser shooting speed' tech.
Small changes concerning balance, gameplay, or graphics.
Removes the Utility science pack, rocket science pack, and space science pack requirements from Logistics research, allowing access to it earlier in the game. Adapted from Space Exploration Early logistics system HomicidalBarber
Small changes concerning balance, gameplay, or graphics.
Autosaves the game (using a configurable prefix) on every hour of game-time
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Here's a quick modpack I threw together of the mods that Ben (Mr Glover on Discord/Twitter) said were being used Martin's recent stream(s) via a Discord post. This is my first ever modpack so my apologies in advance for whatever I manage to screw up. This modpack does not include Space Exploration HR Graphics as it is depreciated
Collections of mods with tweaks to make them work together.
Reskins mining drones with ore harvesters from CnC, Red Alert, Tiberium Dawn for MD2R. You can freely enable or disable this mod as it's only a cosmetic change, everything will work the same anyway. Graphics from C&C Harvesters mod by Daikael, but I also reworked it.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
Adds setting to make Mini Trains appear earlier in the tech tree. Also fixes Mini Trains to suit Industrial Revolution 3 changes.
Small changes concerning balance, gameplay, or graphics.