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.
Allows you to set the minimum and normal values of crude-oil through mod settings.
Small changes concerning balance, gameplay, or graphics.
Introduces a driver assistance system that autonomously follows paved roads, while maintaining a preset cruise speed if desired.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Personal tweaks I wish to use on servers I run to get other mods to behave in different ways
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Add building platform at world generation. Some building can only be placed on those platform. You will need to take care on how you do some design to fit them on building platform and your base will have less space to expand.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A modified version of the original Circuit Processing to fix configurability for compatibility. A mod for Bob's mods. Reintroduces green to red to blue circuit progression. New circuits result in overall increased resource usage. Reduces module count and types.
Small changes concerning balance, gameplay, or graphics.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Auto-links hand crafted item to first free quickbar slot if not already linked. Makes it easier to access hand crafted items that are not linked to the quickbar.
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.
Adds a recipe for basic electric engine that is added to the cost of inserters, assemblers and more.
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.
Mods introducing new content into the game.
Add compatibility with "Schall Lamp Contrast", "Inlaid Lamps Extended", and "Inlaid Lamps 2" to "Will-o'-the-Wisps". Mainly, the UV-lamp will be changed to an inlaid lamp that vehicles can drive over without harming it. Please note: For best results, only one of the inlaid lamp mods should be active!
Small changes concerning balance, gameplay, or graphics.
Adds Baron Factions and all of its additional mods. Provides a grand, complex multiplayer experience.
Collections of mods with tweaks to make them work together.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Automatically append coordinates to map markers/chart tags. Available in octant and cartesian systems.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Just a small mod that changes some of the textures for the BioTech mod to better fit with the vanilla art style.
Small changes concerning balance, gameplay, or graphics.
allows user to configure the multiplication factor of the fuel and rocket part stack size, categorised by their default stack size. external mods will be supported.
Small changes concerning balance, gameplay, or graphics.
I just felt we shouldn't need paint to make our pathing and such, so I'll make the pathing free to make since its really just there to tell carts where to go in a semi-old fashion way.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.