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.
Adds colored hazard concrete and rectangular marker tools to allow easy factory planning.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Reduces the capacity of vanilla fluid wagon and barrel. Also reduces barrel's stack count. Some additional adjustments like weight, crafting materials and crafting time reduction for fluid wagon. The barrel change also works on modded fluids.
Small changes concerning balance, gameplay, or graphics.
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.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod adds mineable titanium ore to the map and some applications.
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.
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.
Adds a new material called Reptainium which can be obtained by sacrificing lots of materials. Reptainium can then be processed into other materials. In this way you can turn leftover iron into copper or even into circuits. NEW: Added the second Tier. Machines are still invisible...intended ofc *cough* For discussions feel free to join our Discord: http://discord.gg/G9QwJWA
Large total conversion mods.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds very specific alerts in a voice we're all familiar with. One that gives us bad directions, and sometimes tells us there's no Chipotle in town where we know there's at least two Chipotles.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
additional stuffs like 3 variants of tanks, another variant of locomotive (and wagon), and vehicle-dedicated equipment (rather balanced [mabye]).
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
A mod which makes it easier to determine the ideal amount of item requests in requester chests. It calculates the amount of ingredients used per second by any requester->inserter->assembly combination and takes the amount of seconds you have in your settings to finally set up the requesters filters.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Disables all enemy forces (biters, spitters, worms, bases) from spawning.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Liquid fuel barrels from Bob's Metals, Chemicals and Intermediates (bobplates) can now actually be used as fuel.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
All items from other mods are compatible with DyWorld. Please save your map to new save file.
Small changes concerning balance, gameplay, or graphics.
You will no longer worry that you will be run over on by super fast locomotive on a straight line.
Mods introducing new content into the game.