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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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.
Your Roboport comes with a big pole that connects energy directly to another Roboport with his max area. No more putting big poles between Roboports.
Mods introducing new content into the game.
Adds compatibility between stone water well and space exploration by making you unable to place water wells on waterless planets.
Small changes concerning balance, gameplay, or graphics.
A better GUI for managing the research queue. Fork of sonaxaton-research-queue adding compatability with the vanilla research queue.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Pump anywhere allows offshore pumps to be placed anywhere. This allows the creation of water well pumps without the use of landfill. Added support for Angels seafloor-pump's
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds Solarpannels and Accumulators MK 1-8, Mk1 = 8 Normal pannels/accumulators Each Mark, means times 8 in power (additional cost on higher tears, to make a balance for the space)
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Add tier 2 laser turret + research. Stack size and range configurable. Vanilla friendly.
Mods introducing new content into the game.
Adds a small line to all settings descriptions indicating what the limits and defaults are for that setting.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Power Poles for max reach. Fixed for compatibility with LightedPowerPlus
Mods introducing new content into the game.
Neatly rewire electric grid setups. Updated for version +>0.18.13. All credits goes to deltatag.
Small changes concerning balance, gameplay, or graphics.
Mod Mash Splinter for Fluid Handling, Add's pipes and fluid control systems.
Mods introducing new content into the game.
Applies the mining productivity bonus to Angel's Refining's crystallizers. Designed for use with the Sea Block mod pack, but does not require it.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Changes the visual effect of nighttime to look more like daytime and less dark and gloomy. The default is a blend that's 30% of the way between night and day, but you can configure it with mod settings in the main menu (changes require a game restart) This mod is purely cosmetic and does not affect solar power or the length of day/night - only the appearance is changed.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Capsules that spawn trees. Useful for pollution absorption or making your base look pretty.
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.
More Colors for Vehicles, Players, Trains, Train Stops, Tanks, Cargo Wagons, Fluid Wagons, Spidertrons - RGB color picker with saturation control - Copy/Paste colors (Shift + Right Click → Shift + Left Click) *Vehicle color is independent of player color*
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
A regularly updated Space Exploration + Krastorio 2 modpack with over 10 fully compatible and balanced mods! Best just click through the dependencies yourself. Set all settings with "hmm-s-hide" automatically. ;)
Collections of mods with tweaks to make them work together.