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🌐 Enable All Planet Mods

@@MDPLACEHOLDER_0@@ @@MDPLACEHOLDER_1@@
Proud member of the Foundry Discord, for (almost) all your planetary discussion needs


#-- IMPORTANT NOTE --
If you want a balanced list of planet mods that simply runs without any issues, then use Enable Planet Mods Lite instead.

Only use this mod if you truly want to experience (nearly) every planet mod the mod portal has to offer, including the good, the bad, and the experimental works-in-progress. Most planet-related issues should be reported to the planet mod authors FIRST

#Features
Force-downloads and enables nearly all standalone planet, moon, space location, and exoplanetary system mods (that are currently on the mod portal, as of May 17, 2026), with few exceptions.

This pack excludes any overhaul mods that modify the positions of existing planets (such as Outer Rim, Asteroid Belt, or Realistic Celestial Universe), regardless of any additional planets or locations they may add.

Makes changes for compatibility only when required for errors on startup, and to fix some relatively minor issues.

#Currently Implemented Compatibility Patches

  • [Cosmetic] Lignumis/Astroponics: When Lignumis is enabled, but its progressive ammo setting is disabled, removes Astroponics from the critical tech path, so it is no longer required between space science and asteroid collectors (which then leads to each of the planet discovery techs). Astroponics is now only required for Gleba Astroponics. If progressive ammo is enabled, then no change is made.

#Notes
This is not a curated list of planet mods, and is not primarily intended to be played (though it should be technically possible); it merely includes as many planet mods (that add new content) as possible, that will load without error. Useful for error-testing against ALL possible planet mods, but not balanced in any way.

Any players looking for a more selective list of only higher-quality planets should check out Planet Mods Lite or Loup's Guide to the Galaxy instead.

Upon completing the rocket silo and launching a space platform, your first destination must be Muluna (another moon in the orbit of Nauvis), due to its modifications of space science, requiring them to be crafted on the surface of Muluna before they can be independently crafted on space platforms. Rocket silos on Muluna only require half the resources to launch a rocket, making it an excellent resource hub.

All of the other planet mods are basically standalone experiences with their own unique planetary rewards.

#Current Inclusions

  • Muluna: First space location, required to visit to craft space science pack, adds rocket part productivity tech, with 4 stages researchable with just space science, and 2 additional stages being unlocked per subsequent vanilla planet, each requiring their planetary science pack.
  • Maraxsis: Adds an oceanic planet which requires equipment and/or submarines to fully explore to the depths of the lowest trenches, where lava is located. Requires dome technology to craft and build to the fullest potential. Unlocks advanced beacon with quality module compatibility, advanced chemical plant optimal for use in space or deep sea, salting of fish and science (for long-term preservation), and stone centrifuging (allows uranium production on any space location with stone)
  • Cerys, Moon of Fulgora. Adds a nuclear scrap recycling loop for production of plutonium and nitrogen chemistry, used for the planetary rewards of the venting/flare towers. Other planetary rewards include: plutonium weaponry, reactors and equipment, overclock module (twice as fast as speed-3, with additional productivity penalty), radioactive module (more powerful than productivity-3, decays over time, requiring plutonium refuel), and infinite holmium plate productivity tech. Best completed in the early/mid-game, with bonuses useful on Aquilo, as well as for both Gleba and Fulgora.
  • Corrundum: Sulfur-focused chemistry planet with platinum ore for advanced chemical plant, advanced lab that requires higher quality science packs for optimal usage, and advanced thruster for increased maximum thrust.
  • Rubia: Wind-based planet featuring a unique blend of scrap and bacteria processed via unique biorecycling machine, and unlocks several alternative recipes for other planetary materials. Also features several unique technologies when played alongside other modded planets, such as Moshine, Cubium, Cerys, Corrundum, and Maraxsis.
  • Cubium: The sequel to the 1.0 Ultracube mod, which relied on the eponymous Ultracube to craft everything. By contrast, the planetary resources are plentiful, potentially infinite, but spoilable. They combine into various standard materials, providing alternative (possibly more efficient) recipe paths for various resources.
  • Moshine: A post-Vulcanus, neodymium and silicon processing planet, used for advanced/futuristic electronic techs, including space trains, and massive yet hyperefficient accumulators/solar panels.
  • Secretas/Frozeta: A post-Aquilo gas giant planet you cannot land on, but can harvest plentiful asteroids from; along with its planet-sized moon, which you can land on, with a mix of Aquilo's cold mechanics and Fulgora's scrap recycling mechanics. Adds a uranium powered inserter that does not require heat, a steam recycler with more module slots, and an additional tier of module slots requiring its planetary resource.
  • Igrys: New exclusive fluid resource used for crafting higher tier machines, featuring stone/glass production chains for alternative (and more productive) crafting chains.
  • Paracelsin: A frozen zinc processing planet, with mechanical and electrochemical plants applying productivity to different sets of recipes. Also features advanced repair packs, overhead pipes, and alternative casting recipes with zinc as planetary rewards.
  • Vesta: Post-Aquilo gaseous planet with floating asteroid landmasses to build and expand on, using the various gases in the atmosphere as the only available raw resources, utilizing chemical plants and electrolysis for more complex materials. Planetary rewards include Fusion-powered bots and plasma pipes.
  • Pelagos: "Insular planet rich in tropical coconut palms, methane deposits, and mysterious lifeforms. Harvest coconuts, process them into oil, sealant, and biofuels, experiment with fermentation, and use high-temperature calciners to improve smelting processes in your factory". Features bonus compatibility with Maraxsis, Cerys, and Arig.
  • Panglia: WIP Extension/Companion mod for Moshine. Post-gleba, "a strange alien planet that contains Branbalite, a phosphorescent plant, and panglite, a strange metal. Some zones are experiencing much faster time, which will allow you to experiment with cloning, then keep clones in simulations and upload them. You'll need to fill the huge electric needs with dangerous roots that expand and attack your base."
  • Shchierbin: WIP Post-Gleba planet, intended as a stepping stone between Aquilo and the inner planets. Planetary rewards include health/movement speed bonus, better accumulators, improved crushers, and the ability to transport gases.
  • Planetaris: Arig: First in a series of new planet mods, post-Vulcanus desert planet. Planetary unlocks includes higher tier belts, assemblers, and solar panels that can be built over oceans of sand, water, and lava (as well as on gas planets, which may be unintentional).
  • Planetaris: Hyarion: The second in a series of planet mods under the Planetaris umbrella, as "a planet made from crystals and lava, light refraction rays fall from the sky and destroys the surface"
  • Planetaris: Tellus: NEW "A planet full of life, mycelia and chlorophyll, infected by dangerous parasites and clouds of pollen corrode materials. Create and plant living machinery and try to keep it alive"
  • Rabbasca: "Moon of Gleba emits strange energy signatures which interfere with conventional energy sources. Use the limited power it provides to explore ancient vaults of a long gone civilization. Discover new ways to construct your machines and conquer space with your very own tool-assisted legs."
  • Linox: "Linox is an extraordinarily destructive world, even closer to the sun than Vulcanus. Solar coronal ejections and flares reach all the way down to the surface, obliterating everything in their path, whil

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🌐 Enable Planet Mods Lite

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