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This mod adds a lot of new items, including (but not limited to) mining drills, solar panels, crates, long-handed inserters and ore & metal compression.
Mods introducing new content into the game.
No new techs will be added; this will merely be maintained. A new QoL research mod will be released when my major modpack releases.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Set off a flare with your dying breath so you can find your body faster.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
If a technology doesn't depend (either directly or indirectly) on the science packs it needs, these missing dependecies are added.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
An extensive overhaul, emphasizing detailed and realistic chemistry, materials, and production. Extends the base game to marathon-style complexity.
Large total conversion mods.
Allows you to convert iron ore, copper ore, coal, sulfur, and uranium into landfill. Also supports various angel's/bob's ores.
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.
Small changes concerning balance, gameplay, or graphics.
This mod adds 4 new tiers of fuels. There are two versions of each fuel, one for trains and one modified for other vehicles.
Mods introducing new content into the game.
Makes pollution generation and handling a much greater focus of the game, as pollution is both much nastier to the environment, to your factory, and to you, much more likely to turn the natives against you, and much harder to ignore. Also adds new technologies and infrastructure for environmentally-conscious factory planners to avoid the worst of these problems.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Plays a different sound, on players death .. based on TrainHorn by Benjamin Lee
Small changes concerning balance, gameplay, or graphics.
Adds medium and high power lamps that use more power to illuminate a larger area. Includes slightly altered vanilla textures.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Mods introducing new content into the game.
Liquify your science into fluids allowing using pipes and tanks for logistics. Use the new Big Lab too, to process all your science packs. Now supports Vanilla, Schall and Bobs Tech.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Tells you whether or not your logistic requests can be fulfilled. An orange background indicates a request that is going to be fulfilled, a red background indicates that items are missing from the network. Special thanks to Bilka and TheStaplergun for the tips and to Gangsir for his wiki tutorial on modding
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
When you mouseover an entity and it is flagged for deconstruction, you instantly mine it. (Somewhat cheaty, but does not compare to end game bots)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Three more tiers of electric mining drills for increased speed and area.
Mods introducing new content into the game.
Removes the hitbox for Electric Poles so they don't get destroyed by wandering biters.
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.