Moshine

by snouz

Hot planet to develop AI, 26 technologies, 2 new minerals, 5 buildings, many items, custom terrain, music, unique challenges...

Content
4 days ago
2.0
23.3K
Factorio: Space Age Icon Space Age Mod
Planets Logistics Trains Environment Mining Fluids Manufacturing Power

g [answered] Qeustion: Why the hard dependencies?

4 months ago

I'm not opposed to integrating your own mods into your own planet, far from it. However, stuff like the long-handed inserter and minimalist rails feel like they should be optional addons. Same for the Space Trains, actually. Wouldn't it make sense to make some of those into optional dependence, rather than required?

3 months ago

I understand, but see it like this: I could have added all that to the mod itself (like other overhaul mods do already), but I made these separate mods instead for two reasons: 1) people can enjoy the mods as their own standalone, and 2) so that if someone uninstalls moshine, nothing that they could depend on (inserters all over their base for example) would get deleted.

3 months ago

Granted, but my question was about making them hard dependencies - as in, the planet mod won't load without them. That's as opposed to making them optional dependencies that Moshine could technically load without, just with a much more limited scope. Say, for instance, that I'm using Bob's Adjustable Inserters. That mod already provides long inserter functionality (even longer, in fact) and deliberately removes the Vanilla Long Inserter from the game as it's redundant. In this case, a Long Stack Inserter is entirely redundant, since I can set the regular Stack Inserter to reach up to 3 tiles away from its base, in any direction.

Now obviously, that's not something you can reasonably be expected to anticipate. People run all sorts of redundant mods that you can't account for. However, making the Long Stack Inserter into an optional mod is a good way to "hedge your bets", as it were. If a theoretical player already has Bob's Inserters or Quick Adjustable Inserters or something else of the sort, they can simply not install the Long Stack Inserter mod. With a hard dependency, that's not an option. If you want Moshine, you HAVE to have Long Stack Inserters. And that's just an example, by the way. For me, the same applies to Space Trains and Minimalist Rails.

Put it this way - which of those mod dependencies are crucial to the proper functioning of Moshine? Let's use Vanilla Gleba as an example. Biochamber? Absolutely essential. Most of the planet's recipes are crafted there. Agricultural Tower? Absolutely Essential. It's the sources of nearly all of Gleba's resources. Stack Inserters? Not really. They're handy, but Gleba would work just fine without them. Efficiency Modules MK3? Not really, either. They're nice to have, but they could be unlocked on any other planet and Gleba would work just fine. Similarly - are Space Trains and Long Stacking Inserters and Rails and such crucial?

I'm not saying you did anything wrong, nor that you HAVE to change it. You've already put a lot of work in your mod, so asking for this would be churlish. Rather, it's simply to discuss hard dependencies vs. optional dependencies.

3 months ago

+1

Totally agree with Malidictus.
Putting a mod on a planet, I expect a planet that will not change the rest of the game, not hardcore dependence on manipulators, which I already have.

Even if nothing conflicts, my mod list is turning into a trash can.

a month ago

+1 Agreed. This is my main gripe with this mod currently. It adds too many rewards that players may or may not want, for instance I do not want to add the space trains or the new rails to my current game but you're forcing them on me and now I have to load those mods even though I will most likely never build any of them.

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