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Tweaking the values for nuclear power to make ratios much nicer.
Small changes concerning balance, gameplay, or graphics.
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.
Small changes concerning balance, gameplay, or graphics.
A structure and recipes for growing, harvesting and processing wood and fish.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
This mod adds replicators, machines which can produce items using nothing but electricity. Lower tiers of replicators are the most energy efficient and can essentially transform depleted, empty land into a resource. Higher tier replicators can simplify production lines or otherwise act as a convenience. Tier 1 replicators can replace depleted mining drills, allowing your expansion to be for growth rather than necessity.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Akularis is a primitive mountain planet that you start on that offers no reward; technology or unique resource. Mine rocks to unveil ore viens; as none are accessible from the surface.
Mods introducing new content into the game.
Configurable wire reach and supply distance for electric poles and substations.
Small changes concerning balance, gameplay, or graphics.
Cheaper recipes for factorissimo 2 (notnotmelon fork), this is a fork that makes SE mods optional dependent
Small changes concerning balance, gameplay, or graphics.
Collections of mods with tweaks to make them work together.
Adds loyal prototype spidertrons that follow you around. They can deconstruct nearby orders, build blueprints, and perform upgrades using your inventory. Spiderbots are a basic alternative to early construction mods such as Nanobots and Companion Drones. Deploy / Recall: Alt + S
Mods introducing new content into the game.
Many electric machine recipes in AAI Industry require upgrading from burner equivalents - this mod tweaks said recipes, removing this. Forked from the original to fix the issue during loading.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Optionnal instrumental song pack loaded by Preceti's Music Experiment - Does nothing by itself
Mods introducing new content into the game.
Spawns random loot chests at biter bases with varying item qualities. Item quality increases as you explore and biters evolve. Respawn time frame is configurable in mod options.
Mods introducing new content into the game.
A collection of must-have tools for designing blueprints and factory optimization.
Collections of mods with tweaks to make them work together.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Manufacture the titular items for self-defense, recreational or money-making purposes. Trade manufactured weapons and items for resources. Compatible with Bob's ores and metals (Actually not for now as Bob's mods haven't updated to 2.0 yet.)
Mods introducing new content into the game.
Exchanges various sounds with those from Fallout: New Vegas. Such as GUI, guns, explosions and utilities like death and research. Customizable in settings. Also adds two new speaker alarms.
Small changes concerning balance, gameplay, or graphics.