Mods introducing new content into the game.
New ways to deal with enemies, be it attack or defense.
New Ores and resources as well as machines.
Things related to oil and other fluids.
Furnaces, assembling machines, production chains.
Send any ideas or suggestions here! So the discussion section won't be filled up!
The thumbnail is cute.
not what this thread is about but thank u! my best friend made it
hi, i haven't checked all buildings yet, but arc furnace doesn't produce sound while it's working
i think it would be nice if all buildings had working noises
it doesn't have to be brand new, the arc furnace could the the electric furnace's sound for example
hi, i haven't checked all buildings yet, but arc furnace doesn't produce sound while it's working
i think it would be nice if all buildings had working noises
it doesn't have to be brand new, the arc furnace could the the electric furnace's sound for example
weird
it does have its own sound. maybe its too quiet
also this thread is for suggesting stuff! any bugs or problems need their own threads thanks!
after increasing the volume a lot i can hear it now yeah, but i think it's disproportionately quieter compared to other machines
also sorry for posting in the wrong thread, i just thought it was soundless by default
its ok
The mod "Wooden Logistics" also adds a lumber mill with same looks and productivity, could they be combined somehow? Idk if this counts as an idea or suggestion either but would be awesome :D (could add the recipes to that other mill when your mod's one unlocks or something as that other one unlocks a bit earlier?)
its compat, i will talk abt it with the mods dev when i have time
Is this intended behavior or not?
The ratio for the Smeltery to process liquid iron and copper requires 100 ores, whereas the vanilla furnace only takes 50 ores with Calcite. This results in a significant resource loss. Here’s the breakdown:
Vanilla Furnace:
50 ores in the furnace = 50 plates
50 ores in the foundry = 500 liquid metal = 50 plates (with productivity bonus, this gives 75 plates)
Smeltery:
100 ores = 500 liquid metal = 50 plates
Processing the liquid metal in the foundry = 75 plates (productivity)
So, you end up using 100 ores to get 75 plates with the Smeltery, which seems less efficient, yes this is without Calcite, however, since the Smeltery unlocks at Aquilo and ship design isn't an issue at that point, i think this could be impoved.
Yes i didn't take into account the productivity for making the liquid in both cases so the productivity of the fist liquid recipe on both machine don't matter, but that don't change the conclusion.
yk maybe i should rebalance it, ill note it for the next patch. i already released 2 today and im pretty tired so ill see to put this in the next one. the smeltery was always a complicated building
yk maybe i should rebalance it, ill note it for the next patch. i already released 2 today and im pretty tired so ill see to put this in the next one. the smeltery was always a complicated building
Yes no problem take your time.
That's one of the best mod i played so i'm quite invested in it ^^
Omg u really think so thank u :3
Hi, I just wanted to suggest more plants for the greenhouse, especially those added by other mods. There's a few mods that let you farm the other Gleba plants (sunnycomb, cuttlepop, water cane, stingfrond, slipstack, and boompuff). Planet Tenebris also adds lucifunnel and tenecap. It would be cool to have those in the greenhouse too. Thank you very much for the mod!
Im aware and ill put them in as compat sooner or later
Great mod. Here's a suggestion: I already have a lumber mill with the same model and similar stats added by Lignumis. And I expect some other buildings also have overlap with other mods. I have no idea how difficult it would be to implement, but would it be possible to have an startup options menu to enable or disable individual buildings? Would be great for those who want a few specific buildings from the mod, but not all of them.
I know i know, same issue with Maraxsis even if the stats are slightly different. I will discuss it with Lignumis' dev as soon as i have the occasion, so hang in there!
How about something like a "big thruster"? Which is larger and consumes much more oxidant and fuel, but has more propulsion than if normal thrusters were used, perhaps 3 times the consumption for 5 times the thrust, or 5 - 8, depending on the size
Also, for asteroids, an "advanced crushing facility", with more crafting speed and which allows the extraction of materials that are otherwise impossible to obtain in space, such as uranium and stone, or advanced asteroid reprossesing without the possibility of losing the asteroid, if an asteroid A enters, the probability could be 50A 25B 25C.
Both machines could be exclusively produced in space (same as the space pack) using, among other things, oil derivatives, fluids that can be replicated in space naturally after having advanced asteroid processing, but which are far-fetched and, personally, I have not seen a mod that involves a recipe that requires refining oil in space, it would be interesting to see it
Uhm
I cant
I dont make the textures and textures for those things do not exist from where i get them
And i believe thats too much
And again
You can get both oil products and uranium in space via processes added by the mod already
I'm still in process of building one (want to use legendary materials so adapting a ship to upcycler promethium), but one thing I want to see if Aquillo based resources be more in demand. So for the quantum computer could it also use quantum chips alongside the research, with higher quality giving more of the research bonus or something.
I have no idea how to implement that and it doesnt make much sense
There's something similar in the Maraxsis mod, you put salt and fuel cell into the salt reactor to get power, more power with higher quality salt.
Same idea, just quantum chips instead..
I know how the salt reactor works i played maraxis. There it works because its based on an actual thing, using salt as an heat exchanger
Constantly inserting chips in a supercomputer doesnt make much sense. And it would be incredibly tedious to code
Fair enough, great mod as it is
I think somes recipes could be added to the Smeltery : Iron plate / steel / iron gear to molten iron and Copper plate / Cable to molten copper and others...
This is to be able to get liquid metal without ores for fulgora for exemple.
actually thats not a terrible idea, ill think about it, thanks
Hey, would it be possible to add ores from other Mods to the deep core miner, like from https://mods.factorio.com/user/brevven ?
Ill see what i can do
you could add a reciepe to oneof the machines like hydrolic to freeze or melt ice/water to make idk fugora ice more productive or be able to transport ice for other mods
I already put water freezing wdym
Also ice melting is literally ingame
Hey, would it be possible to add ores from other Mods to the deep core miner, like from https://mods.factorio.com/user/brevven ?
Oh talking about Brevven, maybe try to make use of the new ores and intermediaries that their mod brings? It may be a bit hard. :/
Probably gotta look at how they change vanilla recipes. Just an idea, no biggy :D
I never even played those mods so idk, maybe tho
I also suggest a start up otion that permits the player to activate / disactive any building they like.
The mod isnt intended to be played with any buildings off
Could there be a mod option to keep the Hydraulic Plant's graphics when the entity is replaced by the Hydro Plant from Maraxsis? I like AoP's better because of the window where you can see the liquid being churned inside, as well as its more vibrant blue color.
No, it cant
You'll have to wait for Maraxsis to update the textures.
+1 for add compability with Brevven mods. Thank you for your work
oh those mods? that will take me a lot