Search the Mod Portal by entering a search term.
To search for specific phrases, surround them with double quotes (").
The mod portal will match your query against the mod title, internal name, summary, and username of the mod owner.
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You can reset your filters by clicking the active tab on the top.
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.
Provides alternate recipes for vanilla items in addition to the normal ones, usually with various trade offs for resources/time/difficulty.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Fluid signals can be found again in their "Fluids" tab
Small changes concerning balance, gameplay, or graphics.
Allows advanced chemical plant from Krastorio to process oil processing recipes, which don't have any advanced machines to do.
Small changes concerning balance, gameplay, or graphics.
This makes Advanced Fluid Handling a little more simple. Intermediates are replaced by the sum of the plates that are needed to make the pipe.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Meet Terry, your loyal companion! Also suppresses annoying small-scale bot/mine death notifications. Keep Terry alive for 5 hours and earn a unique reward!
Mods introducing new content into the game.
By default modded assemblers/chests do not accept circuit wires. This mod will add them. Also has an option that allows overwriting explicitly disabled circuit and logistic network connections.
Small changes concerning balance, gameplay, or graphics.
Simple mod that prevents regular belts from fast-replacing underground belts and splitters.
Small changes concerning balance, gameplay, or graphics.
Fix compatibility between Krastorio 2 Spaced Out and other nuclear/uranium processing mods.
Small changes concerning balance, gameplay, or graphics.
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.
Make IR3's air pipes behave as Deadlock intended: they cost steel, can only carry gases, and gases can't be carried in regular pipes. Additionally, adds special carbide pipes to transport molten metals.
Small changes concerning balance, gameplay, or graphics.
Scenarios, maps, and puzzles.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
Attempts to make laser power consumption constant. More of a proof of concept and doesn't account for everything, especially late-game.
Small changes concerning balance, gameplay, or graphics.
Choose which technologies ignore the tech cost multiplier settings. For example, make all infinite technologies keep their original base cost despite having a x50 tech cost multiplier in map generation settings.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Reworks crafting promethium science to yield more productivity while traveling further from the solar system edge to the shattered planet. Greater risk should provide greater reward.
Mods introducing new content into the game.