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Top 30 Files in past two weeks:
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Contains stuff needed by some of my mods: Mod options, UI elements, and other stuff (functions lots of functions).
- 455KB
- 876
- 26.9k
1Contains stuff needed by some of my mods: Mod options, UI elements, and other stuff (functions lots of functions).
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Enables cheat menu, cheat info pane, console, adds lots of menu items: set gravity, follow camera, better render/shadow, edit logo/sponsor/commander, unlimited wonders, build almost anywhere, start mysteries, useful shortcuts, etc... Requests are welcome.
- 345KB
- 1.1k
- 38.4k
2Enables cheat menu, cheat info pane, console, adds lots of menu items: set gravity, follow camera, better render/shadow, edit logo/sponsor/commander, unlimited wonders, build almost anywhere, start mysteries, useful shortcuts, etc... Requests are welcome.
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The Drone Outpost is a creation that gives a bigger service area. This Outpost is linked to a basic Drone hub, so you can use both building with each other for better operations so you can dismantle or create extra ground drones for your life on the Red Planet.
- 808KB
- 101
- 2.5k
3The Drone Outpost is a creation that gives a bigger service area. This Outpost is linked to a basic Drone hub, so you can use both building with each other for better operations so you can dismantle or create extra ground drones for your life on the Red Planet.
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All my other mods (anything that isn't ECM/Library).
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Adds ability to upgrade storage depots and waste rock dumping site. Overrides base game buildings. Upgrades give more place for storage.
- 528KB
- 366
- 10.4k
5Adds ability to upgrade storage depots and waste rock dumping site. Overrides base game buildings. Upgrades give more place for storage.
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Specialists will ONLY work outside of their respective field if there are NONE free slots for their specialization in whole dome.
- 3KB
- 388
- 14.7k
6Specialists will ONLY work outside of their respective field if there are NONE free slots for their specialization in whole dome.
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This mod limits the number of births to open slots available in the dome nurseries.You can mark a dome as a Birth Dome with a button toggle (added in the dome window).Such domes will receive births from other domes, so you can concentrate your nurseries (and population growth) in one place.Normal Domes will still prioritise their
- 3KB
- 106
- 3.3k
7This mod limits the number of births to open slots available in the dome nurseries.You can mark a dome as a Birth Dome with a button toggle (added in the dome window).Such domes will receive births from other domes, so you can concentrate your nurseries (and population growth) in one place.Normal Domes will still prioritise their
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More Buildings for domes including many service buildings and Spires. The added variety of service buildings should let you find something that fits every dome.The new Dome Service buildings can be found in their own Build Category, "More Dome Services".
- 422KB
- 193
- 6.5k
8More Buildings for domes including many service buildings and Spires. The added variety of service buildings should let you find something that fits every dome.The new Dome Service buildings can be found in their own Build Category, "More Dome Services".
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You played several times, but never got the Breakthrough for it?Well, no more!Now, whenever you have build at least one Medium Dome and any Spire building, you will discover the Breakthrough tech for the Oval Dome.This also works for save games and will give you the Breakthrough if you have any Medium Domes and Spires already buil
- 245KB
- 100
- 3.1k
9You played several times, but never got the Breakthrough for it?Well, no more!Now, whenever you have build at least one Medium Dome and any Spire building, you will discover the Breakthrough tech for the Oval Dome.This also works for save games and will give you the Breakthrough if you have any Medium Domes and Spires already buil
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This adds several upgrades for farms to allow them to be completely automated.
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This changes the cemetery to have decaying graves ; when a newborn gains a random trait from a random grave, that grave is removed and the spot can be used again. It can be placed inside or outside a dome, for ease of use.
- 2.0MB
- 72
- 1.4k
11This changes the cemetery to have decaying graves ; when a newborn gains a random trait from a random grave, that grave is removed and the spot can be used again. It can be placed inside or outside a dome, for ease of use.
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Specialists not working in their profession will migrate as soon as there will be an open slot in workplace of their specialization in any nearby dome. They will also migrate if they find a workplace matching their specialization where non-specialists work.
- 4KB
- 275
- 9.2k
12Specialists not working in their profession will migrate as soon as there will be an open slot in workplace of their specialization in any nearby dome. They will also migrate if they find a workplace matching their specialization where non-specialists work.
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My Bio-dome Package of the Basic and Oval Dome (l'll add the others later).
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This mod contains essential files for all my mods. New : the language pack to translate my mods is available !
- 6.9MB
- 240
- 8.7k
14This mod contains essential files for all my mods. New : the language pack to translate my mods is available !
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Adds 74 colony logos inspired by mission of the company Satellogic.
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Cemetery - with decay Continued
Updated to current game version. This changes the cemetery to have decaying graves; when a newborn gains a random trait from a random grave, that grave is removed and the spot can be used again.
- 2.4MB
- 25
- 474
16Cemetery - with decay Continued
Updated to current game version. This changes the cemetery to have decaying graves; when a newborn gains a random trait from a random grave, that grave is removed and the spot can be used again.
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Opens up all dome types from the start of the game
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Increases colonist lifespans.
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70% cheaper Art and Electronics shop consumables for your crowded domes.
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Bars mentally challenged colonists from studying in Martian University.
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This allows the player to zoom out further when zoomed in on a sector.
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Let's you decide if a building should automatically let in colonists with incorrect specialisations or not.
- 611KB
- 72
- 3.2k
22Let's you decide if a building should automatically let in colonists with incorrect specialisations or not.
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This mod adds two additional technologies. One to the Engineering tree and another to the Breakthrough tree.Researching these techs allows the player to build tunnels at longer distances.
- 408KB
- 288
- 8.4k
23This mod adds two additional technologies. One to the Engineering tree and another to the Breakthrough tree.Researching these techs allows the player to build tunnels at longer distances.
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Simply queue up your research and exit back to the map and the research will be completed.Keep queing until you have researched all techs.
- 1.6MB
- 196
- 5.1k
24Simply queue up your research and exit back to the map and the research will be completed.Keep queing until you have researched all techs.
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Adds a mass-production Geoscape dome with slightly lower building cost and slightly lower comfort bonus (so the Wonder is not pointless).Can be built once the Geoscape Dome Wonder has been build and is found in the Domes category.
- 527KB
- 46
- 1.4k
25Adds a mass-production Geoscape dome with slightly lower building cost and slightly lower comfort bonus (so the Wonder is not pointless).Can be built once the Geoscape Dome Wonder has been build and is found in the Domes category.
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Adds an information bar to the top of the screen, showing you all your resources, research, and funding, plus vacant housing/homelessnes and open jobs/unemployment
- 2.4MB
- 194
- 4.9k
26Adds an information bar to the top of the screen, showing you all your resources, research, and funding, plus vacant housing/homelessnes and open jobs/unemployment
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Adds a configuration dialog and setting saving system for mods, accessed from the main menu in game (under "Mod Options").
- 2.3MB
- 194
- 5k
27Adds a configuration dialog and setting saving system for mods, accessed from the main menu in game (under "Mod Options").
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When you complete research this mod will now give you a new notification icon (half red, half blue). When you click this notification icon it will now provide you a popup that will display:1. The name of the researched tech.2. The description of the technology researched.3. An option to open the Research Window.
- 274KB
- 83
- 1.9k
28When you complete research this mod will now give you a new notification icon (half red, half blue). When you click this notification icon it will now provide you a popup that will display:1. The name of the researched tech.2. The description of the technology researched.3. An option to open the Research Window.
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Declare your VIPs and check in on them at will. Be notified of their death, and remember them long after they're gone. All of this is possible with Neighborhood Watch.
- 88KB
- 10
- 347
29Declare your VIPs and check in on them at will. Be notified of their death, and remember them long after they're gone. All of this is possible with Neighborhood Watch.
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Adds new living buildings and production, as well as technologies to unlock them. Changes some game values.A mod for players wishing to build domes with a lot of population and production.The balancing is built so that it is balanced and not too much OP.In future : New Crop, Building, Technologies, Stockage Building.
- 11KB
- 78
- 2.8k
30Adds new living buildings and production, as well as technologies to unlock them. Changes some game values.A mod for players wishing to build domes with a lot of population and production.The balancing is built so that it is balanced and not too much OP.In future : New Crop, Building, Technologies, Stockage Building.