Enable All Planet Mods 🌐
Simply has every currently available standalone planet mod on the mod portal as a forced requirement. Glorified shortcut to quickly enable all planets, moons, space locations, and exoplanetary systems (mainly used for compatibility testing). 🌐
Description
*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 plan
Ratings & reviews
Sign in to leave a rating or comment.