Overview
This mod condenses the Space Age progression into fewer planets while preserving the original mechanics.
Gleba, Vulcanus, and Aquilo are removed, with their mechanics integrated into Nauvis through biome-based map generation.
With fewer planets, interplanetary logistics is reduced and gameplay is less divided between surfaces.
Production chains can remain more centralized, allowing greater focus on building, scaling, and long-term factory planning.
For megabase engineers, the expanded biome generation adds new challenges and options for building on Nauvis.
For shorter playthroughs, the reduced planet count allows a more direct progression.
The structure of the game changes, but the mechanics remain the same.
How much this matters depends on how the engineer chooses to play.
Nauvis map generation
- Northern biome is frigid, desolate terrain of icy ammoniacal seas and drifting icebergs.
- Southern biome is moist, overgrown terrain filled with fungal growth and aggressive wildlife.
- Equatorial biome is just right.
- Volcanoes and lava flows can be found in any biome, creating hazardous territories.
Interesting effects can be achieved when making adjustments during map generation.
Startup settings
- Enable planetary music and sounds (default: disabled)
- Pentapods react to pollution (default: disabled)
- Foundry made with tungsten plate (default: disabled)
- Calcite and tungsten spawn on vulcanus terrain (default: disabled)
- Enable freezing on Fulgora (default: disabled)
- Remove frozen graphics (default: disabled)
Limitations
- No freezing in the Nauvis northern biome, heating not required.
Suggestions
Fulgora seem a little too quiet? Wage battle with Fulgoran enemies.
Set maximum water coverage in map generation and naviage Cargo Ships.
Credits
Forked from Everything on Nauvis by Spaghetti2364