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Now updated for 2.0! This mod gives vanilla lamps a larger (configurable) light radius.
Small changes concerning balance, gameplay, or graphics.
Solar Array Wings for your space stations! Save on foundations, and use S.A.W.s for your Nauvis Science factory today! (Delicate when hit by asteroids, we take no liability to placement choices by user)
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Provides a way to use those quality seeds, allowing Gleba to be a late-game source of quality materials. For each cultivatable plant (included those added by mods) adds a cultivator building, which can grow those plants using a seed and water as the recipe. Additionally, adds late game options to grow plants in space!
Mods introducing new content into the game.
Why should only Nauvis have all the agricultural tower fun? Grow and harvest Demolisher pupae for infinite tungsten today! ( just don't wait too long for them to hatch!) Also gives a nutrient option to Vulcanus in the form of Demolisher larvae, great for oil cracking productivity in Biochambers!
Mods introducing new content into the game.
A QOL modpack designed for personal use, full of mods I always end up installing. Requires Space Age ownership, but not Space Age itself.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Adds alternative graphics for the stacked items in Deadlock's beltboxes and loaders, specifically for Space Exploration.
Small changes concerning balance, gameplay, or graphics.
Oh my god, what a mess! Even if you only load one or two combat mods, your combat recipe group will be quite messy. Because even in vanilla, bullets-shotgun-cannon-rocket... all are in one subgroup: ammo! It makes the ammo recipe tab much more organized. It also puts recipes for some mods, especially AAI Programmable Vehicles, back where they should be. ALSO; It is 99.9% compatible with AAI Programmable Vehicles and other aai vehicle modes. (Your recipe list is now much more organized)
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
The maze itself is destined to be automated. Original mod by H8UL. Fixed for 1.1 by kajacx. Fixed for 2.0 by Knusan.
Large total conversion mods.
Start out in space in God Mode with a space platform ready to be built with. You are in orbit around Nauvis with a fleet of rockets ready to provide most items.
Scenarios, maps, and puzzles.
Adds Uranium and Coal to Fulgora. Suggested to use with Any Planet Start with Fulgora. Does not update existing saves.
Small changes concerning balance, gameplay, or graphics.
Adds Krastorio2-esque tech card icons for Space Age's science packs.
Small changes concerning balance, gameplay, or graphics.
Adds many new bacteria types (fx. sulfur, tungsten, and more), and the ability to slowly modify them into another type.
Mods introducing new content into the game.
Adds new virtual signals generated from the Material Design Icons library. For the full-stack developer in all of us.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Replaces textures for all transport belts to a darker, cleaner look. Will tweak later
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Adds a Personal Magnet tool that, when used, collects all items on the ground in a radius around the player.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.