Search the Mod Portal by entering a search term.
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The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
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There's a lot of caching on this page. It can take several hours for new mods and updates to show up in search results.
Mods introducing new content into the game.
Mods introducing new content into the game.
Your Science Droids were lost on the crash. But you still may find them somewhere around. If you find one, fix it with proper materials, and bring it to your base, so it will work producing science kits. Just build a Working Station and suply then with spare parts (or "food", as they call it), and they will work happily.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A collection of mainly weapons and turrets to provide more options of defence and offence.
Collections of mods with tweaks to make them work together.
This mod adds high-discharge accumulators for decoupling power networks.
Mods introducing new content into the game.
An Electric Mining Drill that has a Double Electric Furnace, or a Double Electric Furnace that has an Electric Mining Drill.
Mods introducing new content into the game.
2.0 Update is a bit unfinished but new updates soon. Add plants and biotechnical processes to allow you to play pyanodons mods without exploiting virtual animals.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Reconnects external wires when placing blueprints made from the cut tool. Integrated into vanilla 2.0!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod changes the way you interact with ghosts. You can no longer place a building over a ghost of a different building, which makes blueprints easier to plonk down without construction bots
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds Startup Options to change length of Space Exploration pipe to ground, space underground belt and deep space underground belts.
Mods introducing new content into the game.
This mod makes robot charging a bit faster based on settings check them out! Look at pictures too!
Small changes concerning balance, gameplay, or graphics.
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.
Adds a selection tool that reduces inventory sizes of storage buildings for UPS savings. Mod created by request!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Large total conversion mods.
This mod adds a craftable chest that contains an infinite supply of science packs. 0.18.x Patch
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Changes garden recepies of angelsbioprocessing to have 50% 1 life sample yeald instead of 32./nMod intended for playthroughs with 25+ research multiplier with angels mods without expensive recipes.
Small changes concerning balance, gameplay, or graphics.