Everything On Nauvis, until Fulgora is discovered.
Large total conversion mods.
New places to build more factories.
Map generation and terrain modification.
Play it your way.
I'm looking forward to my next playthrough, and i will be thinking of doing this mod. Immersion wise only the ammonia seas is still a bit weird I think. Perhaps the Fulgora oil seas could be in fact shallow ammonia seas. But perhaps that could be an idea for another mod.
there was some earlier (not that great) attempt to merge Fulgora and Aquilo: https://mods.factorio.com/mod/planet-ithurice
Thank you, I was not aware of the mod Planet Ithurice. It is not a bad idea to move the Aquilo biome to Fulgora, I will consider it.
Maybe you would like to try the test version.
(The code has not been committed to the github repo).
I just uploaded a new zipfile, updates the map gen controls for fluorine gas, lithium brine, and ammonia ocean if the move Aquilo to Fulgora startup setting is active.
Thanks!
I was thinking perhaps do apply the fulgora genration, but then with aquilo graphics, like the ammonia sea and the icesnow islands to build upon. perhaps we can discuss in more detail on discord.
I feel a bit dumb now, i had to read to change the setting :-) now i see it spawning in the north of fulgora... Already pretty nice!
But i meant something like this:
https://snipboard.io/Cy36XP.jpg
Unfortunately in editor mode the cliffs dont play nice with the ammonia sea
Yes, there are issues with this approach. The transition between "water" tiles (oil ocean - ammoniacal ocean) is an issue.
So yes, I have been able to do what you want, but there are yet to be resolved issues. And I may not be able to resolve them.
While I like your vision, the complications are too much. Maybe a new mod with a clean attempt can accomplish the goal.
Thanks for giving this a go! ad I see, its not that easy.
Perhaps it could be an option to use the Aquilo biome as a whole, but then with islands as generated on fulgora, but now as ice/snow instead of the fulgora textures, and remove the oil oceon in total. Instead, sprinkle a lot of oil deposits on the islands, next to scrap and fulgora decoratives.
Again thanks for this mod!
Replacing tiles can be done, it is the transition that is tough. Fulgora oil could be prevented from spawning above some latitude (y =) but then map generation will not make islands. So a "water" tile would still be required. It could be made with the visuals of the snow tiles, but then you would need to modify the tiles or make new "water" tiles that can be walked on, like the oil-ocean-deep tiles.
I think what you would like is possible, but it will require a good amount of work that is beyond the scope of this mod.
I forgot to mention another unexpected twist to this, the oil-ocean-shallow tiles are not water tiles.
map view
island view
incredible timing
Ammonia is available
wow nice!
I guess whole fulgora could be like that. next we might need to create frozen variations of the decorations...
I guess the fulgora cliffs dont work nice?
I thought about the entire surface but decided against. I am trying to preserve the spirit of each planet.
I am now thinking about the ruins. I lean toward not placing them in the north, leave the north as Aqulio like as possible. But maybe a few of the larger ruins for flavor. No scrap in the north, just the lithium brine, fluorine gas and ammonia. While the ammonia ocean does not exist, the oil ocean plays much the same role.
This may not be exactly what you would like, but it makes for an interesting surface without making crazy code changes.
That does make sense, Thank you for all your efforts!
Well, for better or worse, 0.4.1 has been uploaded.
Thanks a lot!! I'm looking forward to my next run already :-) Always have that when im like 50% in my current run LOL.
I noticed that the calcite/tungsten/sulfuric acid geyser spawning on volcanos only is a bit tricky. When aquilo is moved to Fulgora, an option could be to have the vulcanus map generation just to the north. Not sure if you then also bring back the abundance of vulcanus cliffs?
I am pretty sure recreating Vulcanus is beyond my abilities. Did you try increasing the Volcano map gen sliders?
Yes, when setting calcite and tungsten ore to be on Vulcanus terrain, it is important to select a map seed that provides a good nearby volcano.
And nearby, is also important if you select to modify the foundry recipe, as you will be required to mine a demolisher's corpse to craft the first foundry.
Sorry to be butting in on this, but just so I understand what direction this might take. The ammonia ocean on Nauvis will be removed, with the Aquilo terrain and resources now placed on Fulgora?
If so, I see that the current neat division of terrain and biomes on Nauvis will no longer work properly. Could I then suggest a toggleable option for the world generation? That the entire surface of Nauvis is a mix between Gleba and Nauvis, with the vulcanos working as they currently do on top of it.
Reason for this, at least in my opinion, is that I never really felt I got to interact much with Gleba unless I went in for building extensively on that world. And, even with this mod as it currently is, I still find myself only really venturing south into pentapod territory for the research, and pretty much nothing else. My point is that I would love to see more wide spread covrage of Gelba biomes on Nauvis, not just the south.
I can of course also see that this is not something everyone would want, hence, suggesting the toggleable option for this.
Additionally, if this is considered seriously, maybe an optional "grace territory" around the player spawn with just normal Nauvis territory, so that you don't immediately feel the wrath of the pentapods as you start a new game.
All comments and suggestions are welcome, thank you for expressing yours.
If you enable the option to move Aquilo to Fulgora, then yes. The Aquilo biome (including ammonia ocean) is removed from Nauvis, leaving Vulcanus and Gleba biomes on Nauvis. If you enable this setting, then Fulgora adds the freezing mechanic as well as snow and ice tiles to the north. There is no ammonia ocean, ammonia is available by placing a pump on brash ice.
Yes, I agree. If Aquilo is moved, some change to Nauvis should occur. Exactly what and how, I have not decided. The idea to move Aquilo was a very recent user suggestion, I have not yet spent time considering the next step. Your timing is good, now is the time to express ideas for this.
I am pretty sure recreating Vulcanus is beyond my abilities. Did you try increasing the Volcano map gen sliders?
Yes, when setting calcite and tungsten ore to be on Vulcanus terrain, it is important to select a map seed that provides a good nearby volcano.
And nearby, is also important if you select to modify the foundry recipe, as you will be required to mine a demolisher's corpse to craft the first foundry.
I was hoping that it would work like this:
above a certain y, generate Vulcanus, with just copying the vanilla Vulcanus map generation. But if I understand you correctly, that is not possible.
Also now now in the map preview its hard to see the north and the south, you can make the map preview bigger (at performance costs) in "the rest" settings, max-map-preview-chunk-side, i recommend put that on 128 for this mod. That way you can also see a good portion of the Southern Gleba terrain, Perhaps this info is useful in the mod description.
That's neat! I'm excited to test that in a new game with the new Fulgora setup. Just as a follow-up question, does the bot efficiency also drop then on Fulgora, given the freezing temps?
Also, if you're interested in more suggestions, I could drop a few.
Similar to how I personally find that biomes get divided, I end up going somewhere only for specific resources and nothing else, I think I might end up doing the same thing for Fulgora if the map is divided into distinct regions. Like, you end up building somewhat near the south of Fulgora due to proximity to the scrap, and use trains to just grab the Aquilo resources and bring them to your factory, and not actually build there.
The problem is that the player gets incentivised to build and play one place, and import the rest back to your factory. So, as an alternative, maybe use something similar to what you did with the volcanoes, but on Fulgora. Instead of dividing the map into a large border between ruined civilisation and frozen hellscape, you get kind of "cold spots" where the biome turns into that of Aquilo.
As for the way Navuis works, I suppose my original opinion about a total mix of biomes still stands, but alternatively, what could be changed is that you have Gleba biome both to the north and south, instead of just south. Its not exactly a perfect solution, but it at the very least makes the division more "even" globally.
Alternatively to that again, is simply a Gleba region to the south and a Vulcanus region to the north, with the equator staying Nauvis, and removing the randomly dotted about volcanoes.
a few more suggestions that I thought of.
I know a lot of this mod is about merging planets, but one thing you could have is a toggleable option to merge and not merge Fulgora and Aquilo, while not having Aqulio on Nauvis either.
Personally, I like the idea of them being merged, it makes for some very interesting factory building if both of the unique building mechanics and challenges of Fulgora and Aquilo are on the same planet, such as freezing and poor bot efficiency mixed with the sushi streams of scrap, but I can also see that some would prefer them on their own, but still like the Nauvis, Gleba, and Vulcanus merge.
And a suggestion for space travel between the worlds. Since the need for space travel is now so largely reduced, maybe up the challenge of travelling between the worlds? Right now, I think the difficulty is about on par with flying between Nauvis and the immediately neighbouring planets, but considering we are also now travelling toward "Aquilo", that's on the Fulgora surface now, perhaps change it so the difficulty of travelling is set to the original of going to Aquilo instead? Basically, large asteroids, etc., that you need rockets for.
I do realise that a lot of the reason why people might seek out an "Everything on Nauvis" mod is because they dislike the space logistics, so perhaps this is better left as an optional toggle in the mod settings as well. Nevertheless, it's worth consideration in my opinion.
Just as a follow-up question, does the bot efficiency also drop then on Fulgora, given the freezing temps?
No, Fulgora will not have a robot efficiency issue. This is a derived value based on the planets gravity and pressure. Fulgora continues to use the original planet properties, same as with solar power, 20% on Fulgora verses 1% for Aquilo.
I moved Gleba further north, now less than half the resources are on Nauvis terrain. Maybe that is enough motivation/requirement to do more in the Gleba area? It is not an elegant solution, but better than nothing and the planet feels more balanced.
@NOiSE Thanks for the pro-tip on changing the Preview size, exactly what is needed. I added it to the portal page.
As for making a sincere attempt at creating a Vulcanus in the north... hmm, I will need some time. It can probably done, more or less.
But will it actually add to the game? I expect most folks will kill one, maybe two Demolishers and call it a day. The rest will never be used.
And a suggestion for space travel between the worlds. Since the need for space travel is now so largely reduced, maybe up the challenge of travelling between the worlds? Right now, I think the difficulty is about on par with flying between Nauvis and the immediately neighbouring planets, but considering we are also now travelling toward "Aquilo", that's on the Fulgora surface now, perhaps change it so the difficulty of travelling is set to the original of going to Aquilo instead? Basically, large asteroids, etc., that you need rockets for.
Version 0.4.7 has been uploaded, it copies the asteroid definitions from the Fulgora-Aquilo space connection. However, as a compromise, the distance remains at 15K.
It also copies the Aquilo planet properties, now Fulgora also has the x5 less efficient robots and 1% solar power. However, it does retain the 120% solar power in orbit.
As for making a sincere attempt at creating a Vulcanus in the north... hmm, I will need some time. It can probably done, more or less.
But will it actually add to the game? I expect most folks will kill one, maybe two Demolishers and call it a day. The rest will never be used.
I think there are plenty of reasons to go to the Vulcanus area, think of al the Iron and glorious steel you could get from the lava, not to even mention the free sulfuric acid and the huge coal patches :-)
Perhaps at some point it would be good to make the mod compatible with "explosive biters" which could only reside in the Vulcanus area, otherwise it might even be too easy...
Ok, then why keep Nauvis terrain? Make Nauvis to be Vulcanus and Gleba.
Well, that's where we crashed :=/ So we'll just have to start the factory somewhere...
Also uranium, and have fun with the biters. Also the foundry technology is quite advanced, perhaps all of Vulcanus terrain should be locked behind demolishers...
Perhaps the question is what does gleba has to offer besides fruits for agri science?
Also not sure what you are aiming for, do you want to make it hard for the players?
PS: Vulcanus gleba is here: https://mods.factorio.com/mod/planet-zzhora
no, I do not mean remove Nauvis, but rather Nauvis becomes nothing but Gleba and Vulcanus terrain. No Nauvis terrain.
Sorry, I replied before I checked the link. Yes, make Nauvis similar to that mod?
Nevermind, I will try making Vulcanus in the north of Nauvis.
Hmm not sure, Personally I like the Nauvis Biome.
Also, at least in vanilla space age, gleba is all marshy and swampy requiring landfill, while nauvis biome is easier building.
Ok, then why keep Nauvis terrain? Make Nauvis to be Vulcanus and Gleba.
Well, you won't have to ask me twice to play that at least. The challenge sounds interesting.
Also not sure what you are aiming for, do you want to make it hard for the players?
That is actually a good question. It sounds to me that some prefer the ease of access to resources, while others kind of want the Gleba hellscape experience. Actually knowing what you want this mod to be overall might help steer the direction of it. In most simple terms, make it easier or harder.
That said, I'm all for that masochist "Gleba + Vulcanus replaces Nauvis" experience, but I would probably also grab another mod along this, that removes the liquid iron and copper from lava recipes, as well as set basicly all resources except uranium on Nauvis to 0. So I might not be in the popular boat on opinions here :)
Originally, it was just an extension to EON, adding back the removed mechanics and some fix-ups, a Space Age Lite. I was not expecting to do much more with the mod, but you guys have brought up some really good suggestions.
I found that when you only change the oil-ocean-deep with brash-ice, and perhaps partial snow replacement on the fulgora islands you get a very nice effect:
https://snipboard.io/KmsjAZ.jpg
Perhaps i can still persuade you to make it Fulgora wide :-)
Nice, I will take a closer look at the tiles. I have changed the mapping a few times already.
This is a test for Vulcanus on Nauvis.
0.5.0 Testing
Nice!! a lot of progress!!
Some things i noticed:
- no sulfuric acid geysers spawned yet on the vulcanus area
- I guess its hard to have separate cliff generation? the Vulcanus and Gleba biomes cliffs looks different from vanilla
That honesty don't look half bad!
But, I'm curious, how would getting heavy oil work on such a surface? ponds of oil on the islands? some volcano style lake perhaps?
Anyhow, having the ammonia ocean all around Fulgora, would that not make it fairly easy to just use ice platforms all over instead of working towards the foundations?
There is still shallow oil ocean in the screenshot, a source for heavy oil. And there foundation is required.
Aaah, my mistake, I thought it was ground tiles, but when you point it out, yeah I can see what it is.
@NOiSE this is not exactly as you requested, my apologies.
Latest version: EON-FulgoraDiscovered_0.5.0.zip
Edit:
If you maximize cliff frequency and continuity, it is pretty close to Vulcanus, but it is planet wide.
Wow, very nice!!!
I like this approach of the ammonia sea even more!
Perhaps the only suggestion i would have is perhaps exchange one of the fulgora island tiles, with one of the snow tiles. Then it just feels a bit colder. https://snipboard.io/6Fh502.jpg
Or add those snow decals planet wide, like you did near the fulgora/aquilo border. https://snipboard.io/pwVU0B.jpg
Perhaps one thing to think about it that it does give you enormous build area, compared to the Fulgora islands. Perhaps it should be more smooth ice, so you need concrete to build.... https://snipboard.io/SoYKDX.jpg
Some other nitpicks:
- I found that occasionally small water patches are spawned within lava lakes,, which look a bit off. https://snipboard.io/SQ9wXL.jpg
- Nauvis is leaking through a bit too much through the Vulcanus/gleba regions. https://snipboard.io/qbQFOa.jpg / https://snipboard.io/3d2TOJ.jpg (with vulcanus it only seems to be at the border, but with gleba even when you go in pretty deep)
- Cliffs in Gleba region still look a bit off
- Cliffs in Vulcanus region look better
- Can you control cliff generation separately per region?
I was considering if all of Fulgora should have the snow decorations? I think it looks pretty good.
The leaking through of Nauvis terrain into the other biomes, that is undesired? You want nothing in the biomes that does not come from the respective planet?
I will work more on the cliffs. Can I control it per region? Some, I guess. but not to extent I think you would like.
What do you mean by "Cliffs in Gleba region still look a bit off"? Can you be more descriptive?
I will work on Aquilo more.
I was considering if all of Fulgora should have the snow decorations? I think it looks pretty good.
Yes looks great, could have on all of Fulgora! Nice!
The leaking through of Nauvis terrain into the other biomes, that is undesired? You want nothing in the biomes that does not come from the respective planet?
I think around the border is fine, but deeper in Vulcanus/Gleba its weird from my perspective.
I will work more on the cliffs. Can I control it per region? Some, I guess. but not to extent I think you would like.
Thank you!What do you mean by "Cliffs in Gleba region still look a bit off"? Can you be more descriptive?
In vanilla Gleba, the cliffs kinda follow the contours of the highlands: https://snipboard.io/6TN9rg.jpg
Or add those snow decals planet wide, like you did near the fulgora/aquilo border. https://snipboard.io/pwVU0B.jpg
That looks really good! A widespread pattern like that all over Fulgora would really sell the whole "cold dead planet" vibe, even when the actual Aquilo biomes are localised and not global!
Also, I notice that the Aquilo biomes on Fulgora only appear to the north, so I assume that's intentional. I would like to say again that you might solve a lot of problems with the large ice sections on Fulgora, making the cramped space problem trivial with concrete essentially, by using "cold spot" as I mentiond a few days ago.
These frozen lake biomes seem massive, but it is essentially already what I suggested, just that its limited to the north and in much larger patches than I would personally like.
So, my suggestion would be to instead of having them only to the north, have the Aquilo biomes spread about the whole surface of Fulgora, make them smaller, perhaps a quarter or less, of the size of some of these islands currently in build 0.5.0.
That way, you get these pockets of Aquilo resources without them dominating the map so heavily as they do now, without really changing too much.
Version 0.5.0 has been uploaded.
@N0iSE
I am unable to do more with the cliffs. They are per planet and I have not found a way to modify this.
I decided to not chase the biomes leaking into the other biomes. Noise expression driven map generation, I can not control it to the degree you would like. I am open to pull requests, if others know how.
@Benono
I decided to stick with an Aquilo biome, the mod has been about the biomes. You can always move far enough to north, but snow is everywhere. :)
As to the Aquilo biome itself, I encourage the use of the map gen sliders to modify the biomes. Increasing the frequency of the ammoniacal ocean, will reduce the snow and build space.
Thanks!!!
i decided to have a stab at the cliffs with the help of AI, and i got an addon mod working with this mod as a depence, so i could write in data-updates.lua. I think the results are pretty good, not sure if more tweaking is needed, i did only focus on the setting: Aquilo on Fulgora enabled.
--- FILE: D:\Factorio Modding\Manual\EON-CLIFFS\data-updates.lua ---
-- EON-CLIFFS: Improved Continuity and Tier-Reduction
log("EON-CLIFFS: starting")
local nauvis = data.raw.planet["nauvis"]
-- 1. DEFINE BIOME MASKS
if not data.raw["noise-expression"]["eon_cliffs_gleba_mask"] then
data:extend({
{
type = "noise-expression",
name = "eon_cliffs_gleba_mask",
expression = "eon_gleba_region(0)"
}
})
end
-- 2. CUSTOM GLEBA CLIFFINESS (For long, continuous ridges)
-- By using a very large input_scale (1/128) and low octaves (2),
-- we get long, sweeping lines instead of "broken" segments.
if not data.raw["noise-expression"]["eon_cliffs_gleba_continuous_cliffiness"] then
data:extend({
{
type = "noise-expression",
name = "eon_cliffs_gleba_continuous_cliffiness",
expression = [[
clamp(
quick_multioctave_noise{
x = x,
y = y,
seed0 = map_seed,
seed1 = 456,
octaves = 2,
input_scale = 1/128,
output_scale = 1.5
},
0,
1
)
]]
}
})
end
-- 3. VULCANUS CLIFFINESS
if not data.raw["noise-expression"]["eon_cliffs_vulcanus_cliffiness"] then
data:extend({
{
type = "noise-expression",
name = "eon_cliffs_vulcanus_cliffiness",
expression = [[
clamp(
quick_multioctave_noise{
x = x,
y = y,
seed0 = map_seed,
seed1 = 123,
octaves = 4,
input_scale = 1/48,
output_scale = 1
} * 1.4,
0,
1
)
]]
}
})
end
-- 4. BLENDED CLIFFINESS (Continuity Control)
if not data.raw["noise-expression"]["eon_cliffs_blended_cliffiness"] then
data:extend({
{
type = "noise-expression",
name = "eon_cliffs_blended_cliffiness",
expression = [[
if(
var("eon_vulcanus_terrain"),
var("eon_cliffs_vulcanus_cliffiness") * 2,
if(
var("eon_cliffs_gleba_mask"),
var("eon_cliffs_gleba_continuous_cliffiness"),
var("cliffiness_nauvis") * 0.8
)
)
]]
}
})
end
-- 5. BLENDED CLIFF ELEVATION (Tier Control)
if not data.raw["noise-expression"]["eon_cliffs_blended_cliff_elevation"] then
data:extend({
{
type = "noise-expression",
name = "eon_cliffs_blended_cliff_elevation",
expression = [[
if(
var("eon_vulcanus_terrain"),
var("elevation") * 1.5,
if(
var("eon_cliffs_gleba_mask"),
var("gleba_elevation") * 0.2,
var("cliff_elevation_nauvis") * 0.4
)
)
]]
}
})
end
-- 6. APPLY SETTINGS
nauvis.map_gen_settings.property_expression_names["cliffiness"] = "eon_cliffs_blended_cliffiness"
nauvis.map_gen_settings.property_expression_names["cliff_elevation"] = "eon_cliffs_blended_cliff_elevation"
local cliff_settings = nauvis.map_gen_settings.cliff_settings
if cliff_settings then
cliff_settings.cliff_smoothing = 0
cliff_settings.cliff_elevation_interval = 12
cliff_settings.richness = 1.0 -- Slightly lower richness also helps "single row" appearance
log("EON-CLIFFS: cliff settings applied")
end
log("EON-CLIFFS: completed")
--- FILE: D:\Factorio Modding\Manual\EON-CLIFFS\info.json ---
{
"name": "EON-CLIFFS",
"version": "1.0.0",
"title": "EON-CLIFFS: Per-region cliff generation",
"description": "Replaces the single cliffiness expression on the EON Nauvis surface with per-region cliff generation matching each biome's vanilla planet behaviour: Nauvis-style hill contour cliffs in the Nauvis region, noise-driven cliffs in the Vulcanus region, and no cliffs in the Gleba region.",
"author": "",
"factorio_version": "2.0",
"space_travel_required": true,
"dependencies": [
"base >= 2.0.47",
"space-age >= 2.0.47",
"EON-FulgoraDiscovered >= 0.5.0"
]
}
This is awesome, it looks great. Thank you so very much!
Version 0.5.1 has been uploaded.