🌐 Enable All Planet Mods

by Kryzeth

Simply has every currently available standalone planet mod on the mod portal as a forced requirement. Glorified shortcut to quickly enable all planets, moons, space locations, and exoplanetary systems (mainly used for compatibility testing). 🌐

Mod packs
13 hours ago
2.0
8.24K
Planets
Owner:
Kryzeth
Source:
N/A
Homepage:
N/A
License:
Kryzeth Mod License (Based on CC BY-NC 4.0)
Created:
11 months ago
Latest Version:
1.0.25 (13 hours ago)
Factorio version:
2.0
Downloaded by:
8.24K users

Features

Primarily for internal use; force-downloads and enables all standalone planet, moon, space location, and exoplanetary system mods (that are currently on the mod portal, as of October 27, 2025).

This pack excludes any overhaul mods that modify the positions of existing planets (such as Realistic Celestial Universe), in addition to adding new planets.

Makes changes for compatibility only when required for errors on startup, and to fix some relatively minor issues.

Currently Implemented Compatibility Patches

  • [Cosmetic] Lignumis/Astroponics: When Lignumis is enabled, but its progressive ammo setting is disabled, removes Astroponics from the critical tech path, so it is no longer required between space science and asteroid collectors (which then leads to each of the planet discovery techs). Astroponics is now only required for Gleba Astroponics. If progressive ammo is enabled, then no change is made.

Notes

While the modpack is technically playable and completable, neither playability nor balance were ever the primary focus. The primary purpose of the pack is to help test against the entire suite of functional and up-to-date playable planet mods.

Any users looking for a more playability focused planet modpack should try Enable Planet Mods Lite instead, as it removes the most game-warping and least necessary planet mods, keeping the game more vanilla-focused until the space age era, while omitting most of the WIP planet mods.

Upon completing the rocket silo and launching a space platform, your first destination must be Muluna (another moon in the orbit of Nauvis), due to its modifications of space science, requiring them to be crafted on the surface of Muluna before they can be independently crafted on space platforms. Rocket silos on Muluna only require half the resources to launch a rocket, making it an excellent resource hub.

All of the other planet mods are basically standalone experiences with their own unique planetary rewards.

Current Inclusions

  • Muluna: First space location, moon of Nauvis, required to visit to craft space science pack, adds rocket part productivity tech, with 4 stages researchable with just space science, and 2 additional stages being unlocked per subsequent vanilla planet, each requiring their planetary science pack.
  • Maraxsis: Adds an oceanic planet which requires equipment and/or submarines to fully explore to the depths of the lowest trenches, where lava is located. Requires dome technology to craft and build to the fullest potential. Unlocks advanced beacon with quality module compatibility, advanced chemical plant optimal for use in space or deep sea, salting of fish and science (for long-term preservation), and stone centrifuging (allows uranium production on any space location with stone)
  • Cerys, Moon of Fulgora. Adds a nuclear scrap recycling loop for production of plutonium and nitrogen chemistry, used for the planetary rewards of the venting/flare towers. Other planetary rewards include: plutonium weaponry, reactors and equipment, overclock module (twice as fast as speed-3, with additional productivity penalty), radioactive module (more powerful than productivity-3, decays over time, requiring plutonium refuel), and infinite holmium plate productivity tech. Best completed in the early/mid-game, with bonuses useful on Aquilo, as well as for both Gleba and Fulgora.
  • Tiberian Dawn: Contains hazardous tiberian ore which causes damage on contact, but can be used to create high tech military weaponry (includes compatibility with the always-awesome Ion Cannon)
  • Corrundum: Sulfur-focused chemistry planet with platinum ore for advanced chemical plant, advanced lab that requires higher quality science packs for optimal usage, and advanced thruster for increased maximum thrust.
  • Tenebris: A perpetually dark celestial body, post-Aquilo, featuring roaming wild centipedes instead of biters or spiders, and bioluminescent crystals to infuse into certain machines in place of general power production.
  • Rubia: Wind-based planet featuring a unique blend of scrap and bacteria processed via unique biorecycling machine, and unlocks several alternative recipes for other planetary materials. Also features several unique technologies when played alongside other modded planets, such as Moshine, Cubium, Cerys, Corrundum, and Maraxsis.
  • Cubium: The sequel to the 1.0 Ultracube mod, which relied on the eponymous Ultracube to craft everything. By contrast, the planetary resources are plentiful, potentially infinite, but spoilable. They combine into various standard materials, providing alternative (possibly more efficient) recipe paths for various resources.
  • Moshine: A post-Vulcanus, neodymium and silicon processing planet, used for advanced/futuristic electronic techs, including space trains, and massive yet hyperefficient accumulators/solar panels.
  • Secretas/Frozeta: A post-Aquilo gas giant planet you cannot land on, but can harvest plentiful asteroids from; along with its planet-sized moon, which you can land on, with a mix of Aquilo's cold mechanics and Fulgora's scrap recycling mechanics. Adds a uranium powered inserter that does not require heat, a steam recycler with more module slots, and an additional tier of module slots requiring its planetary resource.
  • Igrys: New exclusive fluid resource used for crafting higher tier machines, featuring stone/glass production chains for alternative (and more productive) crafting chains.
  • Paracelsin: A frozen zinc processing planet, with mechanical and electrochemical plants applying productivity to different sets of recipes. Also features advanced repair packs, overhead pipes, and alternative casting recipes with zinc as planetary rewards.
  • Naufulglebunusilo: A mashup planet containing the enemies, resources, and terrain generation from every vanilla planet.
  • Dyson Sphere Reworked: Space age update for the Dyson Sphere mod, which adds two new space locations near the orbit of the sun, with "plasma" asteroids that must be farmed to create plasma fuel, as well as to construct the titular Dyson Sphere, which can provide power directly to other planets (requiring multiple rocket launches). Also requires visiting multiple planets beforehand; very mid-to-endgame level tech.
  • Metal and Stars: Adds 4 new space locations in a new star system, reachable only via stargate. Features unique resources and alternative crafting chains, along with higher tier robots, ammo, fuel, and productivity tech.
  • Dea Dia System: Adds 3 new space locations in a new star system: a gas giant with integrated Lex's Aircraft for travel and unique fluid/gas resources; a more habitable planet with insulated pipes, higher tier power poles, and alternative nuclear power with thorium; and a frozen planet with lava patches used for heating and processing, featuring unique enemies. Also includes integrated compatibility with several optional mods, such as Solar Array Wings and SA-1 Atomic Tank.

Recent New Additions

  • Vesta: WIP Post-Aquilo gaseous planet with floating asteroid landmasses to build and expand on, using the various gases in the atmosphere as the only available raw resources, utilizing chemical plants and electrolysis for more complex materials. Planetary rewards include Fusion-powered bots and plasma pipes.
  • Pelagos: WIP "Insular planet rich in tropical coconut palms, methane deposits, and mysterious lifeforms. Harvest coconuts, process them into oil, sealant, and biofuels, experiment with fermentation, and use high-temperature calciners to improve smelting processes in your factory". Features bonus compatibility with Maraxsis, Cerys, and Arig.
  • Panglia: WIP Extension/Companion mod for Moshine. Post-gleba, "a strange alien planet that contains Branbalite, a phosphorescent plant, and panglite, a strange metal. Some zones are experiencing much faster time, which will allow you to experiment with cloning, then keep clones in simulations and upload them. You'll need to fill the huge electric needs with dangerous roots that expand and attack your base."
  • Shchierbin: WIP Post-Gleba planet, intended as a stepping stone between Aquilo and the inner planets. Planetary rewards include health/movement speed bonus, better accumulators, improved crushers, and the ability to transport gases.
  • Planetaris: Arig: WIP First in a series of new planet mods, post-Vulcanus desert planet. Planetary unlocks includes higher tier belts, assemblers, and solar panels that can be built over oceans of sand, water, and lava (as well as on gas planets, which may be unintentional).
  • Omnia: Based on the Omnimatter series of mods, a planet full of omnite ore and omniwater, from which all other resources can be refined. Provides an unusual logistical challenge as only miners can be built upon the omnite ore patches, requiring them to be mined out before the area can be fully utilized.

Optional WIP/Pre-Alpha Planet Mods

  • Planetaris: Hyarion: WIP Second in a series of planet mods
  • Rabbasca: NEW WIP "Moon of Gleba emits strange energy signatures which interfere with conventional energy sources. Use the limited power it provides to explore ancient vaults of a long gone civilization. Discover new ways to construct your machines and conquer space with your very own tool-assisted legs."
  • Linox: NEW WIP "Linox is an extraordinarily destructive world, even closer to the sun than Vulcanus. Solar coronal ejections and flares reach all the way down to the surface, obliterating everything in their path, while the sun’s immense gravitational forces relentlessly twist and deform the entire planet, creating an extreme and hostile environment. Is there really anything left on such a world that could still be worth extracting?"
  • OMNI: Post-promethium planet full of enemies, and two fluids which can be refined into all other resources and intermediates, focused on streamlining the quality upgrade process.
  • Nexus Extended: WIP Endgame extension, adding a new planet and changing how promethium is acquired, and requires technology from all 4 base game planets. Shakes up how the endgame is played, but avoids making sweeping changes in general.
  • CPU_BlackHeart's Shattered Planet: WIP Another endgame extension, converts the vanilla shattered planet into a landable space location, with one large patch of uranium ore and various other resource nodes that can be processed into the rest of the basegame resources. Relies on ion storm power, similar to Fulgora, and provides an alternative (more interesting) method of acquiring Promethium and producing endgame promethium science packs.
  • Lunar Legacy: WIP Adds a new solar system consisting of 3 planets, utilizing agricultural mechanics, heat management, new enemies, and unstable uranium with new processing chains.
  • Arrakis: WIP Currently just adds a sandworm enemy, and the spice melange ore, but has no other recipes, rewards, or technologies. Mod author has indicated that they will eventually add content to the planet in a future update.
  • Aiur, from the ERM Protoss mod: WIP Currently just adds a planet containing Protoss enemies from Starcraft, with no new resources, planetary rewards, or technologies. Mod author has indicated that additional content should be added in a future update.
  • Char, from the ERM Zerg mod: WIP Currently just adds a planet containing Zerg enemies from Starcraft, with no new resources, planetary rewards, or technologies. Mod author has indicated that additional content should be added in a future update.
  • Woodoria: Fruit and wood planet, full of crops, fruit trees, wild animals, and tons of fruit processing machines. However, currently includes no planetary rewards.
  • Castra: Unmaintained Another military science planet, focusing on gunpowder and chemical processes, using the Forge (planetary unlock building) with built-in productivity bonus for ammo and weapon production, along with higher tier military equipment. However, it also siphons away the vanilla flamethrower tech from Nauvis, reducing player combat potential pre-Castra.
  • Janus: Unmaintained An odd planet full of shiftite ore, which spoils in a loop into several variants defined by their greek symbol, used to craft base game resources, and can be used to duplicate science packs when combined. Planetary unlocks include faster right-angle inserters, thrusters, and merged modules, such as productivity-quality, efficiency-speed, etc. Incompatible with Cerys until further notice.
  • Terra Palus: Unmaintained Moon of Gleba, mixing the swamps and spiders from Gleba with the resources and biters from Nauvis, in addition to a unique Palusian ore, important for UV/light-based weaponry for use in the night. Hasn't been updated in nearly a year.
  • Terraria: Unmaintained In honor of the game by the same name, adding very little content, with the only planetary reward being a higher tier electric furnace. Unlikely to be updated in future.
  • Arboria: Unmaintained From the mod description: "extremely raw and low quality, though it should theoretically be playable", made purely to submit as a university project. Unlikely to be updated in future.
  • Planet Cyber: Unmaintained, with no additional content yet, as stated by the mod author

All Alternate Start Planet Mods, that forcibly change the starting planet by default:

  • Lignumis: Moon of Nauvis. "This mod extends the early game of Space Age by putting you on the moon "Lignumis" before you escape to Nauvis. It concentrates on wood and steam technologies, giving you some early game production chains for those resources. The duration of the stay on Lignumis will be rather short. The impact of the later game will still be substantial. There are several mod settings to alter the experience after leaving Lignumis to make it match your personal taste."
  • Foliax: "Designed as an alternative start and/or vanilla planets skip. Overhauling the acquisition of most vanilla planet unlocks (except military) through plant processing."

Current Exclusions

  • Likely all of rjdunlap's planet mods, including Gerkizia, Akularis, Froodara, Quadromire, Mickora and Nekohaven, etc. as they are not intended to be standalone planet mods, either replacing Nauvis or another base game planet, with no unique technologies, resources, or planetary rewards, acting more like glorified map presets, according to the mod author in the discussion tab of their first release
  • Terminus: Because they said so in the description itself. It appears to be intended for ease of sharing with primarily personal use in mind.
  • Realistic Celestial Universe (and SergMonsterBro's forked counterpart): For modifying the locations and properties of the existing base game planets, as well as other mod-added planets, while not actually adding any new gameplay content of its own (added planets are simply modified copies of base game planets)
  • Immortal Cultivation Planet: Because they said so in the description itself: "if you dont speak chinese, this mod is not for you"
  • Intercontinental Rocketry: Simply duplicates base game planets without adding any new planets of its own.
  • Nauvis Implosion and Gehenna: Removes Nauvis from the game after a (user-configurable) countdown, which counts even faster with each additional mining drill. After the implosion, requires the user to visit the newly added Gehenna, a much harder version of Nauvis with all of the same resources, but with its biter presence cranked up to hellworld levels.

Optional Planetary Organization Mods

These mods do not specifically add any space locations of their own, but may be useful for planet organization.

  • Cosmic Social Distancing: Highly recommended; pushes apart any planets which are too close together (within a user-configurable distance, defaults to 3000km, and is partially dependent on planet size).
    Notably excludes moon-planet connections (and any other parent-child planetary connections)
  • Redrawn Space Connections: Highly recommended; removes overlapping lines between planets (such as in the first image on this page) and redraws new connections between nearby planets. See example image from their mod portal page.
    Notably excludes moon-planet connections, and attempts to retain asteroid_spawn_definitions (also includes methods for other mods to exclude themselves)
  • Organized Solar System: An extension of both of the above mods (by the same mod author), which entirely remaps the solar system, and attempts to reorganize the planets by relative difficulty order, beginning with Nauvis on one side, and ending with Aquilo on the opposite side (leaving the edge of the solar system and shattered planet unchanged).
    Mods can define their relative difficulty from 1-6, with a chart of the vanilla planets included on the mod portal for comparison.
  • Redrawn Space Compatibility: An extension mod, provides some minor compatibility patches between Redrawn Space Connections and various other planet/planet-related mods (including Dyson Sphere, Dea Dia, Metal and Stars, Nexus Endgame, and Asteroid Belt)
  • Interstellar Travel: Similar to the above mod, attempts to organize the various modded planets into separate tiers, dividing them across new solar systems by their difficulty. Of note, the 4 base planets (excluding Aquilo and post-Aquilo content) remain within the base solar system, along with Moshine, Cerys, Terra Palus, and the Dyson Sphere locations. Then Rubia, Corrundum, and Igrys are in a second solar system, with Cubium, Tiber, and Janus in a third solar system, and lastly Maraxsis, Secretas, Tenebris, Paracelsin, and Naufulglebunusilo are located in an endgame solar system, alongside Aquilo. Metal and Stars and the Dea Dia System remain separate to the added solar systems.
    See the main mod page for more information, as well as accompanying images. Mod compatibility also includes several of rjdunlap's mods that were excluded from this pack.
  • Asteroid Belt: Divides the Nauvis system between the inner planets (early game) and outer planets (late game) with an eponymous asteroid belt, a dangerous section of space filled with small and medium size asteroids. Moves a couple of the more advanced planets from the inner solar system to the outer solar system for consistency.

Additional Related Mods

  • Rubia Alt Cut: Replaces several of the in-game descriptions for various technologies, items, and recipes added by Rubia.
  • Pelagos Autobarreling Machine: Converts the Pelagos barreling machine into automatic variants (removing the manual selection of barreling recipes).
  • Atomic Arig: Modifies the Arig tech tree to not require Vulcanus, and merges with Nuclear Science, moving all the nuclear unlocks from Nauvis to Arig. Includes compatibility between Maraxsis and Paracelsin, to use Arig recipes in glass and concrete production.
  • Secretas/Frozeta Orbit Patch: Minor aesthetic compatibility patch for Secretas/Frozeta and PlanetsLib, changing Frozeta to properly display as a moon with an orbit around Secretas, its parent planet.
  • Terra Palus Orbit Patch: Minor aesthetic compatibility patch for Terra Palus and PlanetsLib, changing Terra Palus to properly display as a moon with an orbit around Gleba, its parent planet.
  • Planet Hopper: Adds miniature rocket buildings, made of relatively simple materials, that allows for direct interplanetary travel of players, but not resources. Allows for easier player travel between planets, preventing them from being "trapped" on planets which are harder to build rockets from.
  • More Asteroids: Adds new asteroid types around the 5 base planets which generally provide the planetary resource (uranium around nauvis, tungsten around vulcanus, etc). Has support for Cerys, Muluna, and Maraxsis.
  • Cupric Asteroids: Adds copper-based asteroids, and optionally adds planetary ores as byproducts of advanced asteroid processing.
  • Safer Asteroids: Reduces or optionally removes dangerous asteroids from the orbit of selected planets, converting them to their harmless variants instead. Compatible with both of the previous additional asteroid mods.
  • Asteroid Frequency Multiplier: Increases or decreases the spawn rate of harmless and dangerous asteroids around selected planets. Compatible with both of the previous additional asteroid mods.
  • More Long Inserters: Sorts and standardizes the inserter section of the crafting menu, as well as de-duplicating inserters from different mods (such as Rubia and Moshine's long stack inserters)