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.
To further refine your search, use the sidebar on the left. Enable the checkboxes to limit the search results to selected categories and tags or use the ban button to exclude them.
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.
Mods introducing new content into the game.
Allows the logistic system technology to be researched with chemical science
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds fusion reactor into space exploration.
Mods introducing new content into the game.
An overhaul mod focusing on end-game technologies and moderately increased complexity.
Large total conversion mods.
Adds Requester and Provider for Space Platform in order to build a fully automated,Space Platform logistic network.
Mods introducing new content into the game.
Adds infinite productivity research for intermediates and other useful ingredients not covered by existing vanilla, Space Age, or modded productivity researches. Adds Space Age productivity techs to the vanilla base game where missing. Extends base game level-capped technologies to infinity.
Small changes concerning balance, gameplay, or graphics.
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.
Adds coordinates of a player and distance from the point, specified in the settings.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Adds all the cars/tanks I've done so far.
Collections of mods with tweaks to make them work together.
Large total conversion mods.
Mods introducing new content into the game.
This mod adds functionality to change the quality of buildings and recipes dynamically. Players can increment or decrement the quality of selected buildings or recipes through key bindings.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
- Sand sluicing for platinum, chrome, gold etc featuring original graphics - Uranium processing chain, in the style of Angel's Smelting - Phosphorus processing to fertilizer, (crafting base for phosphorus munitions) - Garden mutation from other types of gardens, using radioactive material - Mercury filtering from thermal water - Neurotoxin production - Catalytic electrolysis & air filtering to generate large amounts of oxygen, hydrogen and nitrogen -Osmium smelting -Depleted uranium...
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Re-enables productivity research bonuses on Cerys research.
Small changes concerning balance, gameplay, or graphics.
Material Expensive, balanced, oil-free, tech-early logistic and construction robots. #robots #logistics #early-game #resource-intensive #construction-robots #roboport
Mods introducing new content into the game.
Instantly create a deconstruction planner filtered to the hovered entity for fast, precise cleanup.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.