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.
To further refine your search, use the sidebar on the left. Enable the checkboxes to limit the search results to selected categories and tags or use the ban button to exclude them.
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.
Mods introducing new content into the game.
This mod adds a switch button with capacity for a single logical signal, it also can work in reverse mode, that means, when player do left-mouse click, it switch his state ON/OFF, and when a configured keybind is presed, it open his gui inventory.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Quickly duplicate filter settings in Cargo Wagons and other filterable containers
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds 2 tiers Mining Drills, Solar Panel, and Accumulators that are costly but powerful and also lets you upgrade beginning machines to the late game machines.
Mods introducing new content into the game.
Use Chemical Plants to do All Sciences except Space Science, using the same resources
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.
Allows you to adjust the recipes of science packs. By Default the recipes of the sciences are set to be like 0.16 .
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
ConMan allows ordering construction and deconstruction via circuit networks. Supports ordering individual constructions, or whole blueprints.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds catastrophic events and other disasters to the game! (underground alien invasion, Biterzilla, frenzy, etc...)
Mods introducing new content into the game.
Reach up to the skies or dig deep below, expand your base vertically... If you're into that kind of thing. Original by Simcra.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Big Electric Poles and Railtrack are invulnerable, and ignored by biters. This mod can be safely removed, but the invulnerability will remain on any entity unless you remove and rebuild it.
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 introducing new content into the game.
Mods introducing new content into the game.
Convert standard rails to naked rails, removing the gravel and/or sleepers. Can also change rails to rail remnants for a destroyed look.
Mods introducing new content into the game.
Subteran adds an underground power distribution system (substations with extreme range, but without cable connection), power may be generated locally or drawn/extracted via connectors(extreme fast but very low capacity accumulators), so power can only "jump" once between overground and underground..
Mods introducing new content into the game.
Multiplies all of the technology bonuses. Was intended to be used in games where the tech multiplier was increased but the infinite researches stay the same.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a small upgrade to gun turrets, electrified gun turrets. They require ammunition and power to work, for a slightly boosted fire rate.
Mods introducing new content into the game.