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 faster electric furnaces and other production machines, and some other production enhancers like better drills, pumps and modules.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
The game normally draws ore patches in map view with a checkerboard pattern. This mod changes that so that they are a solid color.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Allow the user to change the number of charging ports on Bob's robochests as I find it annoying that I have 30 bots all queuing up to use the chest and ignoring nearby charging ports.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Original mod by DellAquila, tweaked and updated to 1.1 A Big Lab that processes your science packs much quicker and has more module slots.
Mods introducing new content into the game.
Globally tweak the range of all electric poles and substations, including those from other mods, using a simple multiplier.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Mods introducing new content into the game.
This mod is early in development and most if not all art is placeholder. This mod is inspired by Brevven's and adds the 6 noble gases plus uses for them.
Mods introducing new content into the game.
Large total conversion mods.
This mod adds some intermediates and is intented to be played with my other mods. This mod is inspired by Brevven's BZ mods. Most if not all art is placeholder
Mods introducing new content into the game.
Enables alternate en locale with 'aluminium' spelling for Aluminum mod.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds different classes and tiers of Spidertrons in-par with power armors and tanks from “Schall Tank Platoon”. Allows the first Spidertron to be crafted much earlier (basic tier is available just after vanilla tank); while tier MK2 roughly corresponds to vanilla Spidertron. Currently provides 13 weapon choices, ranging from machine guns, cannons, particle beams to BFG. (Locale: English, Deutsch, 正體中文, Português Brasileiro, Русский)
Mods introducing new content into the game.
Mod Mash Splinter for Regenerative Technology, utilizes unique properties of the inhabitants of Nauvis to allow self healing structures
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Gives the player a faster start with starting equipment, starting construction robots, adjustable inventory size, and some basic combat equipment. Mod settings allow additional customization.
Mods introducing new content into the game.
Krastorio2 or Space Exploration get some optional tweaks. Neither K2 or SE are required. Bio labs, atmospheric condensers, and greenhouses become modular.
Small changes concerning balance, gameplay, or graphics.
Inventory items and grid equipment inside destroyed containers, like chests, vehicles (cars, tanks), will now spill over ground, instead of simply vanish. Adds a hotkey to pick items on ground with adjustable pickup radius. (Locale: English, Deutsch, 正體中文, 简体中文, Русский, Português Brasileiro, Français)
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.