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Want your trains to feel like actual real life trains? As in big, slow, and heavy, but still capable of towing unbelievable amounts of weight? This mod is rebalanced from the original in order to allow for very long trains that accelerate like a real train would--that is, slowly. But, you can have 1 engine and like 15 wagons and still get moving at a decent clip given enough time... just like real trains. You get the picture. Intended for long-distance train worlds.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Simply has every currently available King Jo's vehicle mod on the mod portal as a forced requirement. Glorified shortcut to quickly enable all of these vehicle mods (mainly used for compatibility testing).
Collections of mods with tweaks to make them work together.
Replaces random train names with ship names from Azur Lane and random train station names with port names from Wikipedia
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Adds shotgun shells fused with U-238, update for 2.0 by NOiZE, orginal mod by Rhaane
Mods introducing new content into the game.
Adds a selection tool to disconnect circuit network connections of selected entities
Mods introducing new content into the game.
Mods introducing new content into the game.
Changes the recipe of concrete to require 2 iron sticks (1 iron plate = 2 sticks) instead of iron ore. That's all.
Small changes concerning balance, gameplay, or graphics.
Provides ports to transfer items through an auto-routed, underground transportation network. It is especially helpful for modular logistics on large space platforms.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Adds a Powerful locomotive to travel long distances quickly and efficiently, powered by uranium cells, Speeds up to 400Km/h. Rebalanced to be lower tech cost but also less powerful. Original version by malekgtx.
Mods introducing new content into the game.
Adds a few recipes to Maraxis allowing for more interesting crafting chains that require importing a few more products from other planets.
Small changes concerning balance, gameplay, or graphics.
Adds 30-39 instrumental tracks for your listening pleasure. Many thanks to Trent Reznor for releasing all his music as creative commons in multi-tracks and allowing the creation of this
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Stuck on an ice world with seas of methane and and an ammonia atmosphere. The only organic material on the planet appears to be a vicious native animal! Can you survive long enough to escape?
Collections of mods with tweaks to make them work together.
Small changes concerning balance, gameplay, or graphics.
Allows more equipment from bobs in the vehicle grid.
Small changes concerning balance, gameplay, or graphics.
Increases range of Personal Laser Defense to reach Spitters.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Provides UPS-friendly lategame power generation solution. Adds 8 tiers of Solar Panels & Accumulators, each 8x as powerful and expensive as the previous.
Mods introducing new content into the game.