Fulgora Lives


Even in the lightning-blasted ruins of Fulgora, life can still be found. Revamps Fulgora with a focus on bio-industry and electricity. Cultivate electrophages and corals, charge and ship batteries.

Content
a month ago
2.0
453
Manufacturing Power

g Marked incompatible with Battery Powered and Biochemistry

4 months ago
(updated 4 months ago)

• FulgoraLives
• Incompatible avec battery-powered
• Incompatible avec biochemistry

you can tell me why? :((

4 months ago

the code is similar to them so they are not compatible with each other.

4 months ago
(updated 4 months ago)

Because this mod adds very similar things to those. If you have Battery Powered installed with this you will have 2 separate "charged battery" items, 2 charger buildings with the same graphics, 2 holmium battery items with slightly different recipes and power capacity, etc.

Biochemistry could work with this, though I'm using the same graphics as their "toxophage" item and tech for my "electrophage", and the 2 things fill the same niche.

3 months ago

Why not have battery powered as a required dependency instead, and not have to reimplement their stuff in your code?

3 months ago

I maybe would have made them dependencies if I was re-writing this from scratch as its own mod. Originally this was part of a much larger modpack I'm working on, but I decided to split out all the Fulgora stuff into its own mod since it was self-contained. Also because I'm removing most of the content of that mod (6 machines down to 2, etc) and making a lot of changes like recipes, no batteries in vehicles, no planned integration with other mods.

For my modpack I don't think there's any good way to distribute specific versions of dependency mods with the modpack unless I want to put a sketchy zipfile on dropbox or something. So if I have a hundred dependencies then every time one of them changes something I need to figure out exactly what they changed and un-change it in my modpack. That said my modpack currently has many dependencies (like LordMiguel's agriculture mods and Adamo's petrochem mods) that I'm also modifying a lot, so I'm not sure if I should do the same with those or keep them as dependencies.

3 months ago

Fair enough. Sounds ambitious. Good luck!

2 months ago

Maybe instead of being incompatible with battery-powered and biochemistry, you could just use/modify their entities/items?
Biochemistry also has interesting recipes for Aquilo/Vulcanus(maybe space? no idea if the nutrient solution is positive with productivity for nutrients from space greenhouses), and battery powered adds different types of batteries.

So you could just load after these mods, and:
- remove the biochemistry toxophage item/recipes if it is installed
- don't add new batteries/chargers/dischargers if battery-powered is installed (and maybe add an option to apply your balancing changes to them, if the energy density would otherwise be insufficient for the energy-related changes)

And a bit off topic, but I would really like an option to disable the energy changes (which would eg. significantly affect the balance on Corundum and Cerys - the former using lightning collectors, and the latter having little power available but using many EM plants. And besides compatibility with other planets, this would also allow adding the mod to existing bases that use ice/burners, if you are mostly interested in electrophages (as a more interesting alternative to toxophages) and fulgurite farming)

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