Cerys


Fulgora's moon of puzzles. Ancient wrecks embedded in thick ice can seemingly be repaired, including a colossal nuclear reactor that could transform the possibilities on the surface... if you can get it working. Cerys is a complete and polished mod that does not modify the vanilla game in any way, so is easy to include in existing saves.

Content
5 days ago
2.0
36.6K
Factorio: Space Age Icon Space Age Mod
Planets Logistics Environment Mining Fluids Manufacturing Power

g Some issues with Krastorio 2 Spaced Out

17 days ago
  1. Handheld weapons can't damage planetary asteroids. This may have to do with Visible Planets in Space, which also modifies planetary asteroids.

  2. Heat pipes cool too quickly, it doesn't make sense that I'm unable to place heat exchangers/turbines/pipes too far on the cold side of the moon due to freezing when all of those ought to be outputting enough heat to at least thaw themselves.

  3. Gating crafting/moving radiative towers behind Aquilo science is kind of disappointing. I wanted to do a full restructure of Cerys after finishing the reactor setup but will have to come back hundred of hours later instead due to other planets Aquilo is gated behind.

  4. The tips page for charged particles unlocks by crafting a t3 speed module instead of when it's relevant. I got stuck and had to look up how tower polarity works online because i didn't bother with speed modules until much later.

  5. The damaging particles from the reactor are mildly annoying. Not enough of a real threat to actually act differently because of them but a distraction when they do hit. Shouldn't I be able to block them with concrete walls?

  6. I found out from a review video that I would have been allowed to drop construction robots from space the whole time. Nothing in game told me that.

Also, just an idea, it would be neat if the reactor could be improved to a high enough quality level that it thaws the whole moon, or at least disables the heat loss mechanic. It just doesn't make sense that Cerys is colder than Aquilo in this way, I appreciate the puzzle when starting up but it should change in the post-solution stage.
Overall I enjoyed all the rest not mentioned here and really look forward to the future of this mod. Also, all this is from before version 4.0 which I haven't tried yet. Will update here if anything has already been fixed.

15 days ago
(updated 14 days ago)

1 more thing after 4.0:
In the Krastorio crafting tree, Advanced (red) circuits are made using Electronic Components instead of plastic, and the plastic is one of 3 ingredients of the components. That means a second round of deconstruction is needed to get any plastic at all, making it an extremely rare product on Cerys. This doesn't hurt on-planet balance much now that superconductors aren't required for science, but the balance for LDS for rocket launches feels extremely restrictive. Shipping LDS to Cerys is just too expensive with how much plutonium is required to keep metastable productivity modules charged on other planets. Could an alternate LDS recipe be added, or the plutonium rocket capacity be increased? It's not a total progress blocker, like, a dedicated LDS route from Vulcanus could solve it for late game, but it FEELS really off balance with Cerys as my second planet.

13 days ago
(updated 5 days ago)
  1. v4.4 in K2SO adjusts the base resistance of planetary asteroids more in line with K2.
  2. This was indeed scaled back in v4.5, but only by 50% due to gameplay constraints. The reason for the cooling mechanic is that because much of the base is heated by radiative towers, there is often a huge inertia in heat since it is not used to heat the base, which can obsolete running the reactor to maintain lithium flow. We might adjust this more down the line.
  3. The gate for crafting will definitely stay at Aquilo tech, so it's likely the gate for mining will stay there too.
  4. It was indeed unlocked in the wrong place (not related to speed modules though). Fixed in v4.4.
  5. If you're playing with legendary energy shields and a large health buff, you will be appropriately immune. And no, there is a different way to block the radiation, as hinted in Factoriopedia.
  6. Added to the space location description in v4.5.

Regarding crafting LDS for plutonium shipments, v4.5 fixes a bug which made the rocket capacity 5x lower than intended. I'd appreciate if you could let me know whether the balance with K2SO is still problematic.

6 days ago

Great fixes! Shipping out plutonium definitely feels balanced now with the new rocket capacity, I'm still shipping in LDS but now it's worth it as my 72 biolabs are all staying happily radiated. The heat pipes are also in a good place, maintaining about 500C at the far end. With that changed I no longer feel like moving the radiative towers is an immediate concern.

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