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A mod that improves the merging of entities in the deconstruction planner, and adds more slots.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Made for 501_General_Venator. Changes the Space Rail recipe to use 100 plastic bars instead of the energy catalogue. Also minimizes the recipe to a 1 rail output variant
Small changes concerning balance, gameplay, or graphics.
Enables the construction of foundations for Vulcanus and Fulgora earlier, only needing resources found on those two planets.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Modify the logic of cargo interaction between a spaceship and the ground so as to simulate multiple identical spaceships operating at the same time to increase the ups. 修改飞船与地面的货物交互逻辑,从而模拟多个相同的飞船同时运行的情形,以提高ups。
Mods introducing new content into the game.
Slightly increases the crafting chain complexity of all belts, undergrounds, and splitters. Added complexity is offset by approximately 20% cost reduction per belt.
Small changes concerning balance, gameplay, or graphics.
Changes the order of animation frames so that the tank moves its tracks when turning on the spot.
Small changes concerning balance, gameplay, or graphics.
Large total conversion mods.
This mod enables science packs to drop from enemy units and structures upon death, based on configurable probabilities. It supports all science packs from the base game and the Space Age expansion. Drops are tailored to each planet, allowing for thematic progression across Nauvis, Vulcanus, Fulgora, Aquilo, and Gleba. Features: - Science packs drop from biters, spawners, and turrets. - Drop rates configurable via mod settings. - Each planet has its own unique science packs and optional...
Mods introducing new content into the game.
Furnaces are upgradable now (alternative recipe). The vanilla recipes can also be turned off.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Adds more pipe connections to allow assembling machines (including chem plants, oil-refineries (toggleable by settings)) to pass through fluids, like electric miners.
Mods introducing new content into the game.
This module offers five infinite research options to enhance your gaming experience, including increased production capacity for all items, enhanced weapons, increased character health, increased character mining speed, conveyor belt stacking, robot battery capacity, robot storage capacity, robot speed, scientific research productivity, scientific research speed, and more
Mods introducing new content into the game.
Adds more variants of Thrusters with flipped and or mirrored input/output for fuel and oxidizer
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
This mod adds a fuel-burning power source for placement in equipment grids.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
In bobelectronics 2.0, the recipe of electronic circuits changed to require wooden boards instead of basic circuit boards. This mod reverts it to the old (classic) recipe.
Small changes concerning balance, gameplay, or graphics.
Adds combinators that can provide useful signals
Mods introducing new content into the game.
Simply has every currently available King Jo's vehicle mod on the mod portal as a forced requirement. Glorified shortcut to quickly enable all of these vehicle mods (mainly used for compatibility testing).
Collections of mods with tweaks to make them work together.