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Use Chemical Plants to do All circuits, using the same resources. Build with proportion of item use.
Mods introducing new content into the game.
Start the game with equipment, roboport, armor and other equipment... Comece o jogo com equipamentos, roboport, armadura e outros equipamentos...
Mods introducing new content into the game.
Helps with starting / having your main base on Vulcanus. Craftable Biomass from Wood and Uranium from Lava. It also changes the pressure requirement of the greenhouse and labs so you can use them on Vulcanus. Fixed for k2so-assets
Small changes concerning balance, gameplay, or graphics.
Adds an atomic artillery shell so artillery can fire atomic payloads.
Mods introducing new content into the game.
The values you set in this constant combinator get multiplied with their stack size on the output wires.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Makes cars and tanks disabled to reduce the update time. Objects are checked and disabled when loading a map or using the /disable_vehicles command.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Think logistic bots are overpowered ? This mod adds squared power consumption to roboports for each active logistic bot in it's logistic network.
Small changes concerning balance, gameplay, or graphics.
Reduces the crafting cost of accumulators and adds a multiplier to increase output.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
Progressively increases difficulty by increasing science cost each time a technology is unlocked. Multiple settings to control which technologies affect the cost curve by how much. Allows science multipliers exceeding 1000x.
Small changes concerning balance, gameplay, or graphics.
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.
Collections of mods with tweaks to make them work together.
Rework modules sprites (for some reasons) and adds 2 new tiers with new technologies
Mods introducing new content into the game.
Mod d'extension du mod RitnLobby ajoutant la gestion de déplacement du joueur entre les surfaces. Mod extension of the RitnLobby mod adding player movement management between surfaces.
Mods introducing new content into the game.
Saves power when picking up accumulators. Compatible with all other mods (if not - tell me) and quality.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Multiplies positive effects of modules by configurable values. Inspired by Schmee's 'Ultra Modules'; this mod allows you to set different multipliers for each type of module. Module drawbacks are no longer configurable. Defaults are x2 productivity and x4 quality, speed and efficiency unchanged.
Small changes concerning balance, gameplay, or graphics.
Adds base train and Optional Adds Electric Versions of Angels trains.
Mods introducing new content into the game.