Search the Mod Portal by entering a search term.
To search for specific phrases, surround them with double quotes (").
The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
To further refine your search, use the sidebar on the left. Enable the checkboxes to limit the search results to selected categories and tags or use the ban button to exclude them.
You can reset your filters by clicking the active tab on the top.
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.
Electric poles now have a throughput. You have to plan your electric network carefully, otherwise your laser turrets will not get enough energy.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
This mod allows the player to toggle exoskeletons on and off. As of 0.17, this functionality is in the game on the menu bar by the quickbar.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
For both new players and veterans! Improves Science pack recipes to follow a traditional progression curve. Silky-smooth transition through oil. Purple science is harder than just dropping Artifacts in a blender. End-game research is more involved, requiring specialized new types of Advanced science. Overall materials cost of research is kept similar to vanilla. Rocket silo can now be achieved without any fighting. Each feature can be tweaked in config.lua.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds Mid/Late game machines that make crafting, smelting and reduce pollution alot faster, and for early game an upgraded burner mining drill to mine super fast
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Ever seen the movie "Pitch Black"? If you're having trouble surviving contact Vin_Diesel@PitchBlackSupport.com. Lastly, keep an eye on warning messages and your pollution output.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Mod that modifies resource spawning to strongly encourage outposts connected via trains
Mods introducing new content into the game.
Changes the color of any wagon, whether it's empty (green) or partially filled (yellow) or full (red).
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Mods introducing new content into the game.