Search the Mod Portal by entering a search term.
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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.
Small changes concerning balance, gameplay, or graphics.
Slows down the headlong tech rush by making them more expensive. New cost is based on the technologies depth in the tech tree.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Transforms many overlooked details. You can enable or disable the following options in config.lua: Modular Armor doesn't need Processing Units; Plastic is made from Light Oil; energy from all fuel is lowered; alien evolution over time is 10x slower, but pollution is increased 5x; biters won't eat your railroads and train stops; all floors can be placed up to water's edge; ammo recipes need coal as accelerant; make Roboport doors quieter; disable picking up Robots while they're flying.
Small changes concerning balance, gameplay, or graphics.
Slightly Faster robots, slightly bigger roboport range and cargo size. I only uploaded this "mod" here to make it easier to play with other people. Stolen from JohnRipleys SuperRobots
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds an armor module which marks items on the groud to be collected by construction robots.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Modifies Wireless Charging mod coils to be compatible with Bob's Vehicle Equipment.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Extends the slots on Mk1 and Mk2 power armor. Also adds 10x the durability and increases the resistances. This is overkill for those who like to build not fight.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds a hotkey to lock and unlock the build cursor to the x and y axes. Especially useful with mods that extend player reach.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds the barrelling of waste water and gas from Angel's, Bob's & NE MODs And allows for configurable stack sizes of ores/plates, as I found that the default stack sizes used, kind of defeated the purpose for multi-wagon Trains However you can completely disable this feature in the config if you want to keep the default stack sizes, but want the extra barrels
Mods introducing new content into the game.
Hold a chest in your hand to set the bar limit on newly placed chests of that type.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
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.
GDIW creates chiral (reversible) recipes for oil. GDIW_Bergius adds chiral recipes for the Bergius Process mod. Requires Bergius Process and GDIW.
Mods introducing new content into the game.
Player tweaks (inventory, running speed, reach, health, healthregen)
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Adds tweaks for some mods, change recipes, techs. Additional balance for marathon and bob's extended. More integration for mods.
Small changes concerning balance, gameplay, or graphics.
Upgrades the top tier tanks to be better for endgame (once you have Mk2 power armor, there's no reason to use tanks. Let's fix that
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.