Hi Epicblood, welcome to the community and game. There are a lot of mods that change the game, in many cases significantly. You can check out the mods forum here, which has a lot of healthy discussion, as well as www.kerbalspaceprogram.com, which is where many (most) mods are hosted. There is no mod out there to the best of my knowledge that will allow you to construct something similar to the vehicle assembly building / spaceplane hangar, but there are other "base building" mods. One such popular mod is H.O.M.E. It will give you some basic base-building "things" as well as some 3m (XL) parts: http://kerbalspaceprogram.com/0-18-1-h-o-m-e-start-kit/ You may also want to check out Portable shields, platforms, & runways. One of those can give you a landing target, and launch area. I find that landing on a specific spot is many times harder than merely landing. www.kerbalspaceprogram.com/hl-portable-runways-and-landing-pads/ Of course, since you won't be able to construct (directly) vehicles, you'll likely at least want to refuel them. You can dock two vessels together with docking nodes, and transfer fuel that way, but you can also do that with Kerbal Attachment System. KAS can also be used to drag things around with a winch, build a crane, whatever. Useful base stuff (and I love that my little green men drag fuel hoses around). KAS: http://kerbalspaceprogram.com/0-18-2-kas-kerbal-attachment-system-v0-1/ To actually produce fuel on the planet you might look into a mod called Kethane Pack: http://forum.kerbalspaceprogram.com/showthread.php/23979-Kethane-Pack-0-4-3-Download-link-now-up-to-date-after-forum-catastrophe Kethane can be used to convert into fuel, but has to be found (surveyed) and then drilled from a celestial's surface. So you'd need a mining operation, and to transport the mined substance to converters, and then pump the converted fuel to tanks and then from tanks to your ship, presumably on your constructed launch pad. There are many, many more mods out there (I use somewhere between 10-25 I think at any given time) depending on how you want to customize your experience. There are mods for example that can add a life support system, necessitating management of oxygen/CO2 on your base; there are mods that make a much bigger deal than vanilla about electricity, how it's managed, and what the repercussions are if it runs out; there are remote mission control mods that require setting up a network of relay stations (maybe your base is one?) to communicate with ships that may lie beyond the communication range of Kerbin. The mods I posted above, however, are the ones I think I would start with if I set out to build a remote base for the first time. I'd recommend to start smallish, and then layer things on top. My only other advice would be to not let feature creep from mods ruin your gameplay. Fly safe-ish!