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Hand crafting stuff costs health. Keep some fish handy, and research Automation ASAP.
Small changes concerning balance, gameplay, or graphics.
Increases fuel consumption and decreases acceleration/braking to make trains feel more heavy and have a cost to running them. Does not change the actual weight of trains.
Mods introducing new content into the game.
Introduces a driver assistance system that autonomously follows paved roads, while maintaining a preset cruise speed if desired.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Add building platform at world generation. Some building can only be placed on those platform. You will need to take care on how you do some design to fit them on building platform and your base will have less space to expand.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
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.
Adds a recipe for basic electric engine that is added to the cost of inserters, assemblers and more.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Auto-links hand crafted item to first free quickbar slot if not already linked. Makes it easier to access hand crafted items that are not linked to the quickbar.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Add compatibility with "Schall Lamp Contrast", "Inlaid Lamps Extended", and "Inlaid Lamps 2" to "Will-o'-the-Wisps". Mainly, the UV-lamp will be changed to an inlaid lamp that vehicles can drive over without harming it. Please note: For best results, only one of the inlaid lamp mods should be active!
Small changes concerning balance, gameplay, or graphics.
Automatically append coordinates to map markers/chart tags. Available in octant and cartesian systems.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
I just felt we shouldn't need paint to make our pathing and such, so I'll make the pathing free to make since its really just there to tell carts where to go in a semi-old fashion way.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
allows user to configure the multiplication factor of the fuel and rocket part stack size, categorised by their default stack size. external mods will be supported.
Small changes concerning balance, gameplay, or graphics.
Various terrain generators to demonstrate the noise expression system
Mods introducing new content into the game.
Adds a command that exports recipe, item & fluid, assembler, miner and resource data in a JSON format
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
Use the new Green Fluid Tank Wagon that gives you the less space (15k) - 100% credit to DellAquila (I just changed it from big to small)
Mods introducing new content into the game.
Rebalances fuel stack sizes to have progressive total MJ (I'm looking at you, coke pellets!)
Small changes concerning balance, gameplay, or graphics.
Even Bigger, even better power armor; with a gigantic grid (40x40) and huge inventory bonus (+200).
Mods introducing new content into the game.
This mod makes a few changes to recipes in the game, to try and make it feel a little better. Can turn off specific changes in settings.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.