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Smelting iron plates, steel plates and copper plates back to their molten state.
Mods introducing new content into the game.
Train Supply Manager Addon - adds procedurally generated icons for using the empty train concept. Depending on your modlist, this mod will generate suitable icons for added resources with either a cargo wagon or fluid wagon background and named empty X - where X is the resource name. Even vanilla games will receive numerous additional icons, as plates, sciences, and ammo are now supported with their empty train icons in addition to basic ores and fluids.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Two game modes: PVP: Two teams fight a battle for their science robots. A mix o Wave defense and PVP scenarios, plus robots and jails. PVE: Defend your robots, and try to survive with your friends
Scenarios, maps, and puzzles.
Small changes concerning balance, gameplay, or graphics.
A curated collection of good mod planets for Space Age, known to be high quality, work well together, and be reasonably balanced. This modpack condenses information from many players of what to (avoid) downloading. This modpack's incompatibilities are planets that are either WIP, AI slop, incomplete, abandoned, comically unbalanced, don't work, or some combination of the above. This mod has no code. Lignumis is optional because it is partially an overhaul.
Collections of mods with tweaks to make them work together.
Insert items into and extract items out of the space platform hub inventory from long range using provider hubs and requester hubs. The number of provider and requester hubs that can be built on the space platform is limited by the level of the tech researched.
Mods introducing new content into the game.
Adds wooden stakes to the early game. When enemies deal melee damage to stakes, they receive half that damage in return.
Mods introducing new content into the game.
Factorio - Space Age, but without the sun. Pitch black planets, new lighting options, a whole new power generation system for space platforms, and changes to Fulgora's nighttime storms.
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.
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.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
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.
Different-looking graphics for Factorissimo2 factories (two variants, switchable in settings).
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.
This is an edit of @Illiander's version, based on code by @Klonan, made to accompany a little better the glorious AAI vehicles.
Small changes concerning balance, gameplay, or graphics.
Alt + Middle click on entities to open multiple circuit condition GUIs at the same time.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.