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Real life physics Nuclear Artillery Shell 260T TNT Fission bomb (representing the original nuke) 10kT TNT Fusion bomb (new recipe with realistic ingredients and ingredient amount, calculated by nuclear- and fusion-cell's energy (8GJ, 40GJ)
Mods introducing new content into the game.
Removes the Utility science pack requirement from Logistics research, allowing access to it earlier in the game
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Mods introducing new content into the game.
Machines with fusion reactors at their core, built for extreme endgame production.
Mods introducing new content into the game.
Replaces crash-site ship wreckage contents with a themed mission starter pack.
Small changes concerning balance, gameplay, or graphics.
Early automated constrution bots. A special emitter gun fires consumable nanobots to perform construction tasks. Also adds items which add new features to construction bots. Thanks to Nexela for creating the original mod and Regi_Mahler for updating it to 2.0. If you have previously used Nanobots or Nanobots 2.0, I strongly recommend you view the 4.0.0 changelog first.
Mods introducing new content into the game.
Mods introducing new content into the game.
Quickly search for items by name from your inventory/chests/craftables/logistic supply.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Enables Beacon Effects for Space Exploration's Core Miner
Small changes concerning balance, gameplay, or graphics.
Adds a dedicated Ships crafting tab and moves cargo-ships vessels out of Logistics.
Mods introducing new content into the game.
Allows fast insert and stack transfer of items into chests with limited inventory size, without having to manually click on each slot.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Adds three more biter and spiter tiers: Gargantuan, Colossal, and Leviathan. They begin spawning at 93%, 95%, and 97% evolution.
Mods introducing new content into the game.
Adds a surface with lab tiles where you can design your creations in using remote view.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Provide a separate new “Transport” group tab, containing all vanilla vehicles and any items already under vanilla transport subgroup. Act as a framework for bringing together any transport-related items. Designed for players who have lots of modded vehicles cluttering the “Logistics” tab. (Locale: English, Deutsch, 正體中文, 简体中文, Português Brasileiro, Русский, Français) To fellow modders: Please consider putting your modded vehicles in this group as well! Instructions included in FAQ.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Calculates maximum consumption/production rates of assemblers, plants, etc. Current version 200.0.49 supports Space Age but NOT anything to do with Quality - that's on the way. Also, idle Recyclers present 0.0 for each product quantity. Active recyclers are ok.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.