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Mods introducing new content into the game.
A small mod that adds nukes and artillery shells that are designed to destroy swathes of cliffs, because who likes ciffs??
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Cliff explosives are a little more violent, as befitting their nature as... explosives.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Changes the recipe and technology for Cliff Explosives like before SA. for early landscape changes
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Allows you to customize and tweak cliff explosives makes them cost 1 grenade and 1 explosive by default, this also provides settings to tweak the Tree Nuke mod recipe but DOES NOT change it by default.
Small changes concerning balance, gameplay, or graphics.
Reverts research requirements for cliff explosives to 1.1 so they can be researched without leaving Nauvis
Small changes concerning balance, gameplay, or graphics.
Adds a cliff explosive variant that can only be crafted and used on nauvis.
Small changes concerning balance, gameplay, or graphics.
Hide recipe and technology cliff explosives. Does not affect already created items.
Small changes concerning balance, gameplay, or graphics.
Reverses the recipe and research changes done to them by space age.
Small changes concerning balance, gameplay, or graphics.
Factorio - space-age: This mod makes it possible to unlock the Cliff Explosives on Nauvis and not have to go into space first.
Small changes concerning balance, gameplay, or graphics.
This is a simple mod that add way to generate specific landfill for Fulgora as well as for Vulcanus, plus, add extra cliff explosive specific for Nauvis and Fulgora.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Return cliff explosives and artillery turrets back to nauvis! And add something else to make Vulcanus worth it, while I'm at it.
Mods introducing new content into the game.
Reverts the cliff explosive, Speed-, Productivity-, and Efficiency module, as well as artillery research- and recipes to vanilla. Infinity researches are untuched. Rebalances quality modules' effects because developers clearly out of their mind lately.
Small changes concerning balance, gameplay, or graphics.
Allows players to slowly mine cliffs prior to researching cliff explosives. Quick fix for 2.0.
Small changes concerning balance, gameplay, or graphics.
Lowers the research requirements and/or cost/limitations for Cliff Explosives, Foundations, Landfill and Rail Supports. Optionally increases Rail Support reach.
Small changes concerning balance, gameplay, or graphics.
Unlocks elevated rails earlier. Also allows unlocking cliff explosives earlier, and building ocean rail supports on Fulgora without having to go to Vulcanus.
Small changes concerning balance, gameplay, or graphics.
Allows "force building" mode to exclude some features like foundations, landfill or cliff explosives
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds Demolisher riding! Ever wanted to use a big worm as a protective shell while you work on your factory? Use it as a means of cliff destruction? Exotic taxi? Dune cosplay?
Mods introducing new content into the game.
This mod makes all trees indestructible. Harvesters can still harvest fruits so Gleba can be completed. Prevents placing landfill on deep water. Cliff explosives cannot explode. Based on mods by RipeContext, ihaku.
Small changes concerning balance, gameplay, or graphics.