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Some tweaks for pY (for more consistent gameplay, with fixes for a number of annoying moments). Every change is configurable.
Small changes concerning balance, gameplay, or graphics.
Removes the infinite power generation granted by the offshore oil-pump, by setting power production of the EEI to 0
Small changes concerning balance, gameplay, or graphics.
Multiplies the production of Rails, Refined Concrete, and Concrete by a provided setting
Small changes concerning balance, gameplay, or graphics.
This mod provides better compatibility between Rubia and Krastorio 2 Spaced Out.
Small changes concerning balance, gameplay, or graphics.
Rebalances the cost and tech requirements of AAI Loaders, taking the previous tier and similar ingredients, like the other vanilla belt buildings.
Small changes concerning balance, gameplay, or graphics.
Unlocks the loaders with their matching splitter instead of having its own technology.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Allows you to change the probability of uranium processing and enrichment producing uranium-235, this is a slightly edited version
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Modded Version from MFerrari's RPGsystem. This mod adds a basic RPG system to the game (XP, level-up and skills)
Small changes concerning balance, gameplay, or graphics.
- Adjust conveyor belt speed. - Modify underground conveyor belt distance. - Change underground pipe distance. - Increase or decrease ammunition capacity. - Customize the 1x1 equipment module. - Add optional research for evolution factor reduction. - Enable features based on personal preferences. - Players can quickly adjust movement speed with a designated shortcut key for greater flexibility.
Small changes concerning balance, gameplay, or graphics.
Logistic System and Kovarex Enrichment Process will only require red, green and blue science packs (This can be disabled in Mod Settings) Small tree collisions and more light in the dark. 2026/02 - Added Tech-Check for Addon compatibility 2025/01 - Updated for Space Age and added Support for Vanilla - Added option to disable sciences changes in Mod Settings
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Removes the Utility science pack, rocket science pack, and space science pack requirements from Logistics research, allowing access to it earlier in the game. Adapted from Space Exploration Early logistics system HomicidalBarber and adapted again from ttgspeed's mod. Fixed to work with Krastorio2 and AAI containers mod.
Small changes concerning balance, gameplay, or graphics.
Allows Stargate mod back into the game in Space Exploration earlier than SE intended, but as soon as originally planned.
Small changes concerning balance, gameplay, or graphics.
Cheaper concrete!! Adds Research to increase concrete productivity by 25% ad infinitum. Now affects all recipes that produce concrete only regardless of which mod adds it or what planet you're on. This version adds support for Dectorio's Concrete Grid and adds optional foundry recipes (depending on if Space-Age DLC is enabled) for it and refined concrete. First level is unlocked with blue science, and the last level with space science. The mod also adds infinite research.
Small changes concerning balance, gameplay, or graphics.
Allows the logistic system technology to be researched with chemical science. Compatible with SE.
Small changes concerning balance, gameplay, or graphics.
Unlocks Foundations from the beginning of the game with a cheaper recipe, allowing for connected islands on Fulgora and more
Small changes concerning balance, gameplay, or graphics.
Various optional tweaks to make nuclear power a bit more sensible and easier to get started with.
Small changes concerning balance, gameplay, or graphics.