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 large electric pole that is even bigger than the big electric pole
Mods introducing new content into the game.
A new tier of Assembling Machine and Chemical Plants that works like a requester/provider chest and a Medium Electric Pole.
Mods introducing new content into the game.
A combinator that can read the heat of a fluid in an adjacent fluid container. Original by theRustyKnife.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
You've used your ingenuity as an engineer to hack your original splitter design, creating new splitters that perfectly balance transport belt inputs. These hacked splitters require extra circuitry and are best used with single-item belts as they no longer perform the function of their baser models. They unlock when their respective counterparts become available.
Mods introducing new content into the game.
Guide for deploying radars on a regular grid, to get 100% coverage without overlap.
Small changes concerning balance, gameplay, or graphics.
Warptorio but instead of a platform you're a giant tank with an internal factory
Large total conversion mods.
Allows you to charge your power armor from the electric network, and vice versa.
Mods introducing new content into the game.
Adds a difficulty for electronics circuits production and more realistic recipes. Adds new fluids and new materials like silicon and tin.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Makes diesel locomotives, cargo wagons and large power lines invincible. May generate important lags when train got stuck by biters.
Mods introducing new content into the game.
Now pollution will damage player without armor. Fork Deadly Pollution Please see FAQ
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Totally changes the game Balance. (Why put furnaces in Science Potions when you should be putting the Potion in the Furnace? upgrade your labs instead! and Player/Enemies/Spawners have Different HP and healing rates.)
Small changes concerning balance, gameplay, or graphics.
Increases item stack / payload size for most vanilla and modded items by a customizable multiplier (Default: 10x)
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Collections of mods with tweaks to make them work together.
Changes belt graphics so that their type is more obvious. Compatible with vanilla loaders and bobs logistics. Let us know if there are any more mods you'd like to see made compatible!
Small changes concerning balance, gameplay, or graphics.
Large total conversion mods.
Attempts to name newly-placed train stops based on nearby features.
Mods introducing new content into the game.
Adds technologies for increasing operation, build, item drop, item pickup, loot pickup, and mine distances.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Extreme radiation causes you to take damage unless you're on manmade tiles. A fun challenge for territory expansion.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
This mod adds an additional five tiers of belts to the game, beyond what is currently available from other mods. The fastest belt in this mod is equivalent to 6 express belts. Modified by Owoshima to adjust the bet speeds to acheive close to the new max belt speed.
Mods introducing new content into the game.