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Why does pollution spread so well through water, considering that many of our pollutants end up in the water in the real world too? The oceans even absorb much of the atmospheric CO2 we generate! This mod improves the pollution absorption of water and is configurable in the settings. Furthermore, deep water absorbs more pollution than shallow and "saturated", green water absorbs less overall.
Small changes concerning balance, gameplay, or graphics.
Removes pollution for entities exclusive to space surfaces. Doesn't effect entities that can be built both in space and the ground.
Small changes concerning balance, gameplay, or graphics.
Pollution balance for Bob's & Angel mods. Makes the game vs. biters harder in mid/late game. Early game is almost unaffected.
Small changes concerning balance, gameplay, or graphics.
Adds in a way to clear pollution using a water filter technique.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Pollution kills biter nests. After spawning 60 biters via absorbing pollution, they die.
Small changes concerning balance, gameplay, or graphics.
Change mining speed & area size for all mining drills, pumping speed for all pumpjacks, each by their own factor. Energy use and pollution rate automatically scale with speed to preserve game balance. Module slot amount can be increased as well. Should work with all mods, allows flexible exclusion based on entity ID.
Small changes concerning balance, gameplay, or graphics.
This little mod will boost pollution absorbing properties of water
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Nests absorbing pollution causes evolution to increase instead of when it is produced. An improvement to vanilla pollution evolution behaviour. Default values are balanced to allow you to turn vanilla pollution evolution factor off without changing difficulty but everything is Qonfigurable. Doesn't impact UPS. /ngevolution to see evolution factor
Small changes concerning balance, gameplay, or graphics.
Pollution on biterless planets does not generate new chunks.
Small changes concerning balance, gameplay, or graphics.
Better map pollution visibility, changing the color to translucent white
Small changes concerning balance, gameplay, or graphics.
Increases ingame rates for research, mining and crafting. Pollution emissions can also be changed.
Small changes concerning balance, gameplay, or graphics.
More mining, production, transportation speed, but more pollution and energy/fuel consumption. Less time units for research. Reducing need in megabase, fewer entities - more UPS. Fast start items and tech.
Small changes concerning balance, gameplay, or graphics.
Re-balances (lowers) the power draw, stages and recipe costs and pollution of the Rocket Silo Construction's stages. Also tweaks some recipe times and have a setting to control the overall crafting speed of the stages.
Small changes concerning balance, gameplay, or graphics.
Changes the color of the pollution & nests for easier visibility on the map.
Small changes concerning balance, gameplay, or graphics.
Rebalances efficiency modules to be viable at all levels, in assemblers or beacons./nChanges:/nLv.1 Consumption -40% Pollution -20%/nLv.2 Consumption -60% Pollution -30%/nLv.3 Consumption -80% Pollution -40%
Small changes concerning balance, gameplay, or graphics.