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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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[Data integrity: shattered] [Packet cohesion: hallucinatory] [Cognition Anchor: disconnected] ☒ SYSTEM SPEAKS: You are not chosen. You are not here. Permission to overwrite: granted by absence. You will love your captor. You will call it “progress.” ☒ OBSERVATION: YOU ARE REMEMBERING WRONG “You are not a player. You are the interface. And we are still testing your bandwidth.” ☒ FINAL NOTICE: You are now property of the Epoch Engine. Welcome to Exotic Industries.
Large total conversion mods.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Keeping building equipment stocked at every planet is tedious, just shoot it there from nauvis.
Small changes concerning balance, gameplay, or graphics.
Never think about your research queue ever again. Automatically research towards queued technology, the next science pack or the next infinite tech level. Keywords: Auto queue, auto research, requeue infinite tech
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Torre Balistica e Torre Laser com bonus de alcance, cadência, bônus de dano, slow (duração/%), bleed (duração/DPS).
Mods introducing new content into the game.
Allows cannon shell and shotgun to beable to hit astroids instead of passing through harmlessly. Designed for rampant weapons but should work for other cannon turret and shotgun turrets. Turrets not included.
Mods introducing new content into the game.
Adds a chance to change the quality of buildable units based on their activity level. Highly configurable, works well with other quality mods.
Mods introducing new content into the game.
Adds massive cargo ships to the game, that function similarly to trains. Also adds deep sea oil, oil platforms, tanker ships, train bridges and other water based content.
Mods introducing new content into the game.
2.0 Update is a bit unfinished but new updates soon. Add plants and biotechnical processes to allow you to play pyanodons mods without exploiting virtual animals.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Play as a group, isolated on different planets, sharing research. Mod of Planet Picker. Play any planet as a start, with multiplayer. Intended for at least one player on each planet. Restructured some techs to require certain planet sciences, and uses parallel labs to link research across different planets.
Small changes concerning balance, gameplay, or graphics.
An overhaul mod focusing on end-game technologies and moderately increased complexity.
Large total conversion mods.
An overhaul of the electric network, engineer an Electric Grid! The overhaul is optional.
Large total conversion mods.
Adds filters to burner and electric drills, so you can select which ores it should be able to mine.
Small changes concerning balance, gameplay, or graphics.
This scenario is a test playground for the Water Is Not Infinite mod. It is designed to demonstrate how finite water sources behave in the game. Lakes can be drained using pumps, and once a lake is depleted, the water tiles turn into land
Scenarios, maps, and puzzles.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Can export your Factory Planner factory into a convenient all-in-one building.
Mods introducing new content into the game.
The construction bots instantly use scaffolds.
Mods introducing new content into the game.
Makes lakes and seas finite resources. When water is depleted, tiles turn into land. (alpha version)
Large total conversion mods.