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Adds a 4x4 Planet Beacon that covers very long range (50 tiles, tried to go for 10000 but it was limited by game engine). Consumes 50MW. Only one can be placed per planet. Crafted exclusively in Electromagnetic Plant.
Mods introducing new content into the game.
Logistic System and Kovarex Enrichment Process will only require red, green and blue science packs (This can be disabled in Mod Settings) Small tree collisions and more light in the dark. 2026/02 - Added Tech-Check for Addon compatibility 2025/01 - Updated for Space Age and added Support for Vanilla - Added option to disable sciences changes in Mod Settings
Small changes concerning balance, gameplay, or graphics.
Adds 19 PVP/PVE scenarios. Includes tons of admin options, diplomacy, team management, survival waves, a market system, and some solo compatible modes.
Scenarios, maps, and puzzles.
Allows the player to change: Cost, Result, CraftTime, UnlockedFromStart, Stacksize if not using BigBags.
Small changes concerning balance, gameplay, or graphics.
This mod changes: Stack sizes. & Adds alternate recipes for Bob's rocket fuel & other Chemicals
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Adds ground based construction robots. A repackage the original mod by Klonan. Forked to fix some long-standing issues. Now with quality support Note: Quality drones only work with the default quality values. Mods that rename quality or add more qualities will not work.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Use IPL Antennas on your Space Platforms to allow them to exchange items when at the same space location, using cargo pods. Transfer items automatically, using circuits and antennas, directly between space platforms without having to send your items to the ground ! Now has a "Hard" mode ! For balance. Optional. Join us on Discord : https://discord.gg/DBW37M34NX
Mods introducing new content into the game.
Tracks which ingredients are causing production delays across your factory. Samples all crafting machines, records missing ingredients, and presents aggregate bottleneck statistics with time-slice filtering.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Makes the SE big mining drill have the same stats as the SA one.
Small changes concerning balance, gameplay, or graphics.
Adds towship-tagboat (clone of cargo-ships indep-boat) and turns Wooden Platform into a floating barge that can be attached/detached with J/K. Waterway setup and automation possible
Mods introducing new content into the game.
Completely Redesigned !!!Adds Exchange Depots with transport contracts between settlements: offer/request items, overhead icons, contract panel on chest open, and rewards for completing deliveries.
Mods introducing new content into the game.
Mods introducing new content into the game.
Crucible is a high-pressure planet with a crafting chain built around creating metallic hydrogen.
Mods introducing new content into the game.
New type of module: Rigor modules. Rigor modules increase the probability of a recipe returning its most valuable product.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
A fork of outdated Tarawind Beacons mod, which added 7 tiers of powerful beacons that accept productivity and Quality modules.
Mods introducing new content into the game.
Adds a new heat powered, bigger furnace to Space Age with base productivity and more module slots.
Mods introducing new content into the game.
Battleship submod for cargo ships. Creates Battleship, by adding artillery turret to cargo ship. Creates Patrol Boat, custom design boat with missile turret. *** finally without the frog jump effect ***
Mods introducing new content into the game.