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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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.
Silence or reduce the volume of just the active or idle working sounds of entities by adding their type or name ID (with optional prefixes) to comma-separated lists in the settings. Get rid of those sounds that always annoyed you, today!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
This mod replaces the engineer character with our beloved ogre. Now it supports 2nd tier of armor! NOT COMPATIBLE WITH SPACE AGE, idk how to fix it :(
Mods introducing new content into the game.
Double the science packs, halve the loss chance.
Small changes concerning balance, gameplay, or graphics.
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.
Small changes concerning balance, gameplay, or graphics.
Adds robots that use fusion generators to allow them to fly indefinitely, now with a reasonably late game position thanks to space age.
Mods introducing new content into the game.
Mods introducing new content into the game.
This mod adds a fuel-burning power source for placement in equipment grids.
Mods introducing new content into the game.
Same as VortiK's original mod, this was just made to get around one of Earendel's few objectively L decisions: blocking the only good infinite ore mod that didn't feel cheaty for space exploration. Original description: Adds variation of vanilla resources to mine when ore fields are depleted with an advanced mining drill to upgrade mining outposts and provide source of expensive but steady infinite ore. Adds an high tech infinite ore mining from rare deep core cracks spawned in Nauvis that...
Mods introducing new content into the game.
Mods that improve Quality of Life for the player without changing anything about what the character can accomplish in the game world.
Collections of mods with tweaks to make them work together.
Helps with roboport placement by showing ghost roboport coverage areas in Alt-Mode. Fixed overlapping brightness issue and improved performance. Fork of EasyRoboportPlacement by KlauzWayne, updated by Kepler.
Small changes concerning balance, gameplay, or graphics.
Applies lubricant to all cargo wagon doors, removing the screeching component of their opening and closing sounds.
Small changes concerning balance, gameplay, or graphics.
Allows productivity and quality modules to be used beacons. Very questionable balance.
Small changes concerning balance, gameplay, or graphics.
Translations for other mods.
Adds quality tiers to concrete with increasing movement speed bonuses and visual tints. Just in case 26 exoskeletons aren't enough.
Small changes concerning balance, gameplay, or graphics.
Greatly reduces the collision box size for all non-special trees (including the planted Nauvis tree variant), making it much easier to traverse dense forests. Updated fork of the mod "Tree Collision" by skomick.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
The armor for the four horsemen of the apocalypse. War, pestilence, Famine and Death. Along with other items the destroyer of worlds requires.
Mods introducing new content into the game.
Finds logistic storage chests that are not filtered to a specific item.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.