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Mods introducing new content into the game.
Sneakily rotate locomotives that are being pulled backwards so that they actually help with acceleration instead of just being dead weight.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Miniaturize a whole logic network into a single entity to save place (similar to factorissimo but for signals).
Mods introducing new content into the game.
Makes radar research actually feel advanced by requiring advanced circuits and proper science investment
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Non-intrusive alerts for storage tanks: warns about near-full tanks that are stuck or will soon overflow, and near-empty tanks that appear supply-stuck. Includes per-tank ignore toggle.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Provides an equipment grid component that automatically orders the removal of nearby natural obstacles: trees, rocks, cliffs, and water. Also converts collected trash into landfill.
Mods introducing new content into the game.
Adds early-game versions of the Gleba, Fulgora, Vulcanus, and Aquilo production buildings while boosting the existing versions into more powerful Mk2 variants.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
When requested by other mods, the Bridge provides ingredients that will get replaced or adjusted if compatible big mods are presented. It's NOT a compatibility of overhaul mods with each other! Instead, it's a utility for developers to integrate their smaller mods with any big modpack. See Home Page for more details. Integrated: Space Age, AAI, SE, K2, IR3, 248k, Py, ExInd, Yuoki, 5Dim, Angel, Bob, BZ, etc.
Mods introducing new content into the game.
Compost wood or spoilage into artificial grass tiles that consume pollution. Build Zen Towers for compact wood production on Nauvis or Gleba. Grow wood in Zen Gardens on any surface.
Mods introducing new content into the game.
Unlock coal synthesis more easily from normal Gleba and Fulgora progession without the need for military science, alternative flamethrower ammo recipe and vulcanus powerpole softlocking issue mitigated
Small changes concerning balance, gameplay, or graphics.
Navuis-specific science for all things uranium-related. In addition to needing uranium mined from the surface of Nauvis, it can only be crafted on Nauvis as well. Give Nauvis the planet-specific science treatment that all the other planets got in space age!
Mods introducing new content into the game.
Removes particles of rockets and guns to improve performance of promethium ships.
Small changes concerning balance, gameplay, or graphics.
Adds a B-17. In combination with the AircraftRealism mod you will be able to fly above your enemies, dropping bombs on them. When you reach the takeoff speed, the plane gets invincible to everything except 'flak' damage and looses it's collision with everything.
Mods introducing new content into the game.
Sometimes assembler-pipe-passthrough mod does a really poor-looking job. So I made this more hands-on mod that allows me to fix those issues. Mod is stable enough and covers K2, SE, and Vanilla with SA partially.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Unlocks all quality levels when quality module technology is researched
Small changes concerning balance, gameplay, or graphics.