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.
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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.
Small changes concerning balance, gameplay, or graphics.
Makes it so that rockets can always launch at least a full stack of any item. Can also modify rocket launch cost.
Small changes concerning balance, gameplay, or graphics.
Oh my god, what a mess! Even if you only load one or two combat mods, your combat recipe group will be quite messy. Because even in vanilla, bullets-shotgun-cannon-rocket... all are in one subgroup: ammo! It makes the ammo recipe tab much more organized. It also puts recipes for some mods, especially AAI Programmable Vehicles, back where they should be. ALSO; It is 99.9% compatible with AAI Programmable Vehicles and other aai vehicle modes. (Your recipe list is now much more organized)
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
Introduce a turret that fires capsules (slowdown, poison, and combat robots) for strategic base defense.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Adds superheaters for increased efficiency in power generation. Balanced for vanilla
Mods introducing new content into the game.
Mods introducing new content into the game.
Unlock coal synthesis more easily from normal Gleba and Fulgora progession without the need for military science, alternative flamethrower ammo recipe and vulcanus powerpole softlocking issue mitigated
Small changes concerning balance, gameplay, or graphics.
When you place down a new signal transmitter and rename `Default` to something else, it suggests the current surface's name + primary resource.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
The chat only tells you the name, you used to have to open the universe explorer to get more details.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds Big Electric Pole And Substation Mk2 and Mk3 versions!
Mods introducing new content into the game.
Inverts the Quality system to negative tiers (positive tiers are removed). Crafting items has a two-thirds chance to reduce their quality by one tier. Items in the lowest tier are nonfunctional. The new Downgrade Port allows high-quality items to be used in low-quality recipes, and the Meltdown Facility allows the melting down of low-quality items back into Normal base materials. Map sliders for higher resources are recommended.
Large total conversion mods.
Multiply power consumption of everything by configurable factors by energy type (electrical/burner/nutrients)
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Read fluid levels in a pipe with the circuit network without use of a bulky tank. Forked for use with Pyanodons.
Mods introducing new content into the game.
Adds placeable tiles that allow you to make your own artificial Yumako and Jellynut wetlands, similar to mods like Waterfill.
Mods introducing new content into the game.
Plug ins with higher cost and energy consumption are exchanged for faster speed, reducing the number of factories and alleviating server burden
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Removes wires from poles in the selected area. Normal select to remove copper wires from poles, shift-select to remove all wires from everything.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.