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Adds non-rechargeable battery equipment, which can be crafted in the early game, and much cheaper than portable solar panel in short-term. Options on enable grid to early armours. Designed for “Schall Recharging Weapon” mod or as backup power to equipment grid. (Locale: English, Deutsch, 正體中文, 简体中文, Português Brasileiro, Русский)
Mods introducing new content into the game.
Greater Storage, Greater Connectivity. Original by Styxy. Updated for 1.1 by Sil3ntSt0rm
Mods introducing new content into the game.
Mods introducing new content into the game.
Automatically deploys destroyer drones based on enemies around the player
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Increases the speed of farms initial and or per tier by a configurable multiplier. So you don't need to place millions of them. This makes the game easier... Sorry? Don't forget to insert the plant/animal modules to get to a normal speed.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Shows indicators to help you know where to place underground belts and pipes. Updated with bugfixes and new features.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod integrates a new type of accumulator to the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Collections of mods with tweaks to make them work together.
A better GUI for managing the research queue. **This is a fork of the mod 'Improved Research Queue'. Use the fork 'Improved Research Queue with interface' only when another mod suggests it! Otherwise use the original!**
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Your train network sucks because of low train throughput or slow trains? If your answer is yes, this mod is made for you! Read more at the mod's portal page!
Mods introducing new content into the game.
HR Graphics for the ships of schnurrebutz' mod 'Cargo Ships'. They're mod natively has no 'hr' but a bit more detailed normal ones. This mod adds truly hr graphics for all ships. Each one can be toggled on or off. They were created by scaling them up via AI. Sorry for the file size, all images are already compressed lossy. Original mod and images by schnurrebutz and snouz.
Small changes concerning balance, gameplay, or graphics.
Adds microwave transmission towers and rectenna receivers, for wirelessly charging batteries in equipment grids. Additional receivers can be used to increase throughput. Compatible with most anything that has an equipment grid.
Mods introducing new content into the game.
A planner tool for automatically color coding pipes based on their contents
Small changes concerning balance, gameplay, or graphics.
Pasting a recipe to an assembler copies the source assembler's direction.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Mods introducing new content into the game.
Various additions and changes about modules that may improve gameplay. Options including allow using productivity and quality modules with beacons, efficiency modules buff, enable multicomponent modules, etc. Multicomponent modules are expensive but powerful. Each of them offers the combined effects of multiple constituent modules, while still using only one single slot. (Locale: English, Deutsch, 正體中文, Português Brasileiro)
Mods introducing new content into the game.
Mods introducing new content into the game.