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Clones entire regions of the map including cars and trains, for benchmarking purposes. Copies inventory contents, train schedules, circuit networks, and more!
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds ammo: -Cold Rocket -Atomic Cold Rocket New options: -Disable standard enemies -Spawn only In a humid climate
Mods introducing new content into the game.
A way for players to apply their crafting item layout to their logistics window
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
All fluid wagon rotations are interpolated to 4X the detail. Check out: Smooth trains - locomotive Smooth trains - cargo wagon Smooth trains - fluid wagon Smooth trains - artillery wagon
Small changes concerning balance, gameplay, or graphics.
Reverts the cliff explosive, Speed-, Productivity-, and Efficiency module, as well as artillery research- and recipes to vanilla. Infinity researches are untuched. Rebalances quality modules' effects because developers clearly out of their mind lately.
Small changes concerning balance, gameplay, or graphics.
The storage size (i.e. number of stacks) of any container can be configured.
Mods introducing new content into the game.
Simplifies many aspects of Space Exploration. All aspects are available as options.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Adds an alert scanner reading missing materials for ghosts in it's logistic network.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This MOD provides Japanese translation to Nullius overhaul MOD
Translations for other mods.
Clones the underground belts, useful for belt braiding. Up for the "No Long-handed Inserter Challenge"?
Small changes concerning balance, gameplay, or graphics.
Fork of PowerCombinator by Peter Meter, updated to 2.0 Quality ignored. Currently not working in global electric networks (Space Platform) Have power consumption and power production as signals in your circuit network. Additional envelope signals for maximal projected electric production/consumption are also provided. We use the electric network id for accounting of all calculated values within each electric network.
Mods introducing new content into the game.
Adds recipes to trade resource and materials for coins and buy back what you need
Mods introducing new content into the game.
Adds various robots and roboports with Exotic Industries aesthetics and functionality.
Mods introducing new content into the game.
Adds additional information to any fluid tooltips, particularly useful when mods have changed fluid properties. Supports any modded fluids and FNEI. Currently includes fuel values/pollution modifiers and will be updated to include flow information once the new fluid system is released.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Attach a rich text 'sticker' label to a logicart; Mainly copy of VehicleSticker mod by hyspeed but now supporting rich text
Mods introducing new content into the game.
Adds mining drones and mining depots | Modified to require research but be otherwise better for early game.
Mods introducing new content into the game.
Turn your extended factory into a massive virtual robot construction zone with the support of the rail system. This mod automates the construction of massive modular gigabases with trains delivering the exact construction materials needed to distant outpost contstruction projects..
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.