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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Adds a station that will automatically deconstruct trains.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Before the 16.23 update, modded beacons with productivity modules would effect machines they weren't supposed to. Some people thought this was a bug (even though you would need to use cheats for the beacons to accept the module in the first place). Others thought this was a nice work around to use productivity on machines that normally wouldn't allow them. And the 3rd group didn't see this as cheating at all, but a clever way to get around the limitations.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds new transport belts with the same speed as existing ones to enable braiding of belts with the same speed.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod helps while designing bases. Only feature so far: offshore pumps can be placed anywhere
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Build Trains Automatically-See Mod Portal for instructions
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Another view on bots vs belts discussion. Certain logistic chests (Requester, Active Provider and Buffer) now cost... space science packs to craft. Exact amount required is defined in startup Mod Options, default = 100 (10 chests per rocket).
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
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.
Graphics update for Bob's mods, no revamp, nor icons. Meant to be used with Bob's, ShinyBob_Icons, ShinyBob_Menus and ShinyBob_Techs. No HD option right now.
Small changes concerning balance, gameplay, or graphics.
New biters with better resistance to some damage types. Now you need weapons with "physical", "explosion", "impact", "acid", "fire", "laser" and "electric" damage.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Rebalances modules to be more viable at all levels as well as viable both in combinations or with only one type used.
Small changes concerning balance, gameplay, or graphics.
End-game extender. It also motivates you to play faster. You got a huge loan and need to repay it by sending rockets with valuable trade goods to automated Trade Platforms in space. Once loan is repaid, you can earn a fortune and purchase interesting things.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.