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.
Mods introducing new content into the game.
Information in Informatron Menu for Robot Attrition mod, from the wiki. https://spaceexploration.miraheze.org/wiki/Robot_Attrition
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds in the iconic Deus Ex death scream upon dying. Shamelessly stolen from the Lego Yoda mod
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Beacon rebalance mod that emulates the balance of endgame beacon spam with SE-style mechanics to encourage more varied designs.
Small changes concerning balance, gameplay, or graphics.
Cargo rockets may also be fueled with biomethanol.
Mods introducing new content into the game.
Ore can be converted into "Ur-ore" using energy expenditure. Some mods are already supported. ---------------- Erz kann unter Energieaufwand in Ur-Erz gewandelt werden. Einige Mods werden bereits zusätzlich unterstützt.
Mods introducing new content into the game.
Mod for the 'No crafting' challenge without the need for new items. It will disable all sort of hand crafting in the game and replaces your starter inventory with the 3 basic items needed to bootstrap everything.
Small changes concerning balance, gameplay, or graphics.
Scans all drones for a certain time, collects data into a summary table, generates result about the load on the logistics network
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Enable this mod to get all of Teddy's favorite QOL and aesthetic mods. Contains dependencies on all mods in the pack. Does nothing by itself. All credit to all the original mod authors. Note: You will need to download this from the in-game mod portal to ensure that all required mods are also downloaded, otherwise you'll have to add them manually.
Collections of mods with tweaks to make them work together.
Assets fot the animated train mod, required due to mod sice limnitatioons
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Makes technology research costs scale based on the number of science packs and if they're required for the silo, planets, or promethium science.
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.
This map generator preset provides a more interesting rail world.
Mods introducing new content into the game.
Made for my SE playthrough. Adds the 4th and 5th tiers of logistics from K2. Recipes are adjusted to use SE materials. Some settings might be introduced later (adjustable underground lenghts and belt speeds, etc.). All credits go to the original authors Krastor and Linver, as well as the current maintainer, Raiguard.
Mods introducing new content into the game.
This mod makes heat exchangers produce steam at 959 F (515 C) to make nuclear ratios nicer.
Mods introducing new content into the game.
Patches Xenos Oppression mods to use Bob's Vehicle Equipment grids.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.