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.
An in-game calculator that can be used to automatically compute the information you need to build a final product at a given rate of production: precise number of machines for each intermediate product, required production rates for all said intermediate products, pollution and energy costs, with options for specifying module configurations, as well as machine types.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Whey a player dies a corpse marker notice is added to their force's mini map indicating the place of death. Because who remembers where exactly their dead body lies?
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Visualize the layout and contents of pipe networks. Press Y to draw the selected entity's fluid systems. Press Shift + Y to draw all visible fluid systems. Press Alt + Y to automatically visualize systems on mouse-over. Press Control + Y to toggle between color-by-fluid and color-by-system.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod allows players to create and remotely control Avatars. Avatars act like players, with a few minor exceptions. The mod also includes a few custom entities to control and create the Avatars.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Hides technologies until the prerequisites are researched, for a greater sense of discovery. Best with mods you don't know yet!
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Vanilla-friendly extension of weaponry. Not overhaul. Adds alternate weaponry choices from mid-game, which is based on the alien science pack from “Schall Alien Loot” mod. Balanced with vanilla weaponry, and extends end-game with MK3 weaponry (including powered armor and tanks). Also adds two featured weapons from “Doom”: Plasma rifle, BFG 9000. (Locale: English, Deutsch, 正體中文, 简体中文, Русский, Português Brasileiro)
Mods introducing new content into the game.
Super-lightweight access to hidden creative items in freeplay. Adds an infinity chest to the player's starting items and/or adds a free option to craft them.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Hover over any core miner (or look in the universe explorer) to get the fragments per second for that surface.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Add early-game crusher variants for crushing sand to smelt into glass, and crushing ore and coal for more efficient smelting
Mods introducing new content into the game.
This mod allows you to select certain areas of your factory for analysis, revealing what your machines are spending their time on. This will help you pin-point bottlenecks in your designs more easily.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Mid and late-game techs for teleportation devices. Adds beacons which allow teleportation between them, and equipment that allows teleporting within vision range, including radars, using a remote. Both methods require power proportional to the distance traveled. Also includes optional telelogistics technology which transfers items from a Teleprovider chest to a selected Beacon (hit R on the chest to set it). Original by Apriori, updated to 0.17+ by Silari.
Mods introducing new content into the game.
Chunk aligned blueprints? Display chunk lines without the annoying tile lines that the debug option adds. Configurable grids at any sizes if your blueprints are substation, chunk, roboport or radar sized (or any other size)!
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.
When requested by other mods, the Bridge provides ingredients that will get replaced or adjusted if compatible big mods are presented. It's NOT a compatibility of overhaul mods with each other! Instead, it's a utility for developers to integrate their smaller mods with any big modpack. See Home Page for more details. Integrated: Space Age, AAI, SE, K2, IR3, 248k, Py, ExInd, Yuoki, 5Dim, Angel, Bob, BZ, etc.
Mods introducing new content into the game.
Pack large quantities of goods into single-use cargo crates for easier bulk logistics.
Mods introducing new content into the game.
Adds automatic scaling to planets rendered by Visible Planets in Space based on their gravity and increases or reduces the rotation speed based on their day/night cycle duration.
Small changes concerning balance, gameplay, or graphics.
Change and allow to customize artillery shell stack size, default is now 20.
Small changes concerning balance, gameplay, or graphics.