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Small changes concerning balance, gameplay, or graphics.
Simple and understandable: Adds the machine gun version of Spidertron to the game without any changes. Comes with the existing Spidertron. Why? Spidertron Patrols mode in particular is not mandatory but recommended. Spidertron’s rocket bullets can damage friendly structures while on patrol. Spidertron, who uses the Machine Gun (buffed version of the tank machine gun), performs the role of a mobile turret properly. +Spiderton Shotgun +Spidertron Cannon
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
sets entities_require_heating to true for all planets and makes heating systems a starting tech
Large total conversion mods.
Selection tool that intelligently rearranges copper poles within the selected area, ensuring all connections are made at 90-degree angles for a cleaner appearance.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Mods introducing new content into the game.
Adds (or replaces) high visibility number and letter signals for use in display panels
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Shifts bot speed techs to earlier sciences. For use with mods that start you with robots. Does not change the infinite level's requirements.
Small changes concerning balance, gameplay, or graphics.
Greatly extend the end game requiring multiple launches, massively increased science and item production. Requires a few hundred launches with a variety of new components. The goal is to build a vessel capable of getting you off the planet and home safely.
Mods introducing new content into the game.
Makes mining drones look like a small version of the miner from AAI vehicles.
Mods introducing new content into the game.
Advanced nukes that selectively target either hostile forces or natural obstacles. Inspired by the Warp Nuke from Warptorio.
Mods introducing new content into the game.
Adds productivity technologies for every intermediate, and science packs. Follows the same pattern as other vanilla productivity technologies. Not balanced :)
Small changes concerning balance, gameplay, or graphics.
Start with Power Armor, Roboports and Robots. Compatible with other mods including Bob's Warfare/Logistics/Personal Equipment and Krastorio 2.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Revamps energy production and consumption to be more realistic (harder) and splits accumulators into two types: very high capacity with low power, and low capacity with high power. To be used with Clockwork for longer (4h - 24h) day / night cycles.
Mods introducing new content into the game.
Freely copy-paste settings between different entity types. Including from an assembling machine to a constant combinator and from a constant combinator to an inserter. On some entities it can be pasted again to switch the signal used.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Solar System++ generates a random solar system that provides a means to reach solar system edge
Large total conversion mods.
Changes the stack size of Processing unit (blue circuit) to 200 to match other vanilla circuit stacks.
Small changes concerning balance, gameplay, or graphics.