Moshine

by snouz

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

Content
12 days ago
2.0
30.6K
Factorio: Space Age Icon Space Age Mod
Planets Logistics Trains Environment Mining Fluids Manufacturing Power

i Settings to edit energy items

2 days ago

I think it would be great to be able to change the capacity and output of the new solar panels and accumulators. They're really strong which isn't exactly a problem when the mod is the only one in a playthrough, but with other planet mods such as Paracelsin, Moshine's relatively early upgrades completely eclipse ones that come later.

a day ago

Not saying this is the solution you want, but that is exactly one of the reasons why I made this: https://mods.factorio.com/mod/xor_planet_tweaks_compat

a day ago

Thanks for the recommendation! I've actually looked at your mod before and was interested, but I really only wanted number 1, number 2, and the latter half of number 7. The modules from the other mods were a lot more interesting than just "this again but better". I appreciate the work though, thank you.

a day ago
(updated a day ago)

1) If you're not using a mod the changes that relate to that mod are disabled (so for example if you use Cerys and don't use Secretas you keep those Cerys modules)

2) I was thinking about making all of those changes a mod setting so people could enable/disable each one of their own. But that's a bit annoying to do so I haven't done it (yet?).

a day ago

1) That's really good to know, our current playthrough has no Sec&Froz after all, so maybe I'll bring it up. Also, quick q about the tweaks, does the modification of the of the power of the Paracelsin panels still affect the panels even though you've moved them to Moshine? I assume it does but I figured I'd ask.

2) It is your personal mod, so I understand keeping it simple knowing you use all the changes, but settings would be fantastic for sure and I'd sub right away.

a day ago

Basically I thought that having 3 different kind of panels and accumulators (vanilla and the 2 modded ones) is a bit weird, especially with all those different looks and cost and sizes. So I made the choice to keep the (in my opinion) slightly visually better ones (Paracelsin) to replace the ones you get on Moshine (to keep with the theme of power production).
While doing that I also rebalanced the recipe cost and and stats so it (in my opinion) now fits pretty nicely for the progression, especially because let's not forget the quality system. If you would add the mod during a playthrough you would lose the orignally Moshine panels and accumulators (as in I think placed ones vanish, items vanish etc., haven't tested that) but keep the other ones with the new stats and cost. That could for example mean higher or lower power output (I think they are higher than default but not sure) but also a changed recipe, so you might need to redo the crafting setup.
It might be a bit weird to add it during a playthrough, but I guess you could just test it, check what the impact is and maybe remove it again if it's bad idea.

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