Nauvis Farming


Adds extended support for wood, fish and biter farming on Nauvis, including food and nutrients production

Content
3 days ago
2.0 - 2.1
488
Manufacturing
Owner:
Malidictus
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
1 year, 3 months ago
Latest Version:
1.0.2 (3 days ago)
Factorio version:
2.0 - 2.1
Downloaded by:
488 users

Farming on Nauvis feels a bit too much like an afterthought to me. There's no Fish farming, Tree farming is rather simplistic, and Biter farming relies too heavily on Gleba-specific resources. This mod aims to address all of these concerns in the following ways:

Wood Farming

  • Wood Pulp item added: Intermediary resource, can also be burned as fuel at 200KJ per item.
  • Nutrient Bar item added: Nutrient-type fuel for Biochambers, worth 100MJ, spoils in 1 hour into Spoilage.
  • Tree Farm Soil item added: When placed, creates artificial soil for planting trees. Can be placed on sand or landfill.
  • Tree Seed recipe expanded: now costs 20 Wood and produces 10 Tree Seeds + 200 Wood Pulp over 20 seconds. Same throughput, larger numbers. Renamed to Wood Processing.
  • Pulp and Seed Extraction recipes added: 8 Wood -> 200 Pulp and 8 Wood -> 10 Seeds, respectively. Both recipes also cost 1000 Water and take 20 seconds.
  • Nutrient Bar recipe added: 20 Pulp + 4 Solid Fuel + 500 Water over 5 seconds -> 1 Nutrient Bar.
  • Tree Seeding technology altered: now also unlocks Nutrient Bar recipe.
  • Wood Extraction technology introduced: Unlocks Wood Extraction and Seed Extraction recipes
  • Tree Farm Soil technology introduced: Unlocks Tree Farm Soil recipe.

Fish Farming

  • Domesticated Fish entity introduced: Can be "planted" by the Agricultural Tower into unpolluted water using Fish Eggs. Does not move or animate, functionally a "fish plant".
  • Fish Meat item added: Intermediary resource, can also be burned as fuel at 200KJ per item.
  • Fish Egg item added: Used to create Domesticated Fish, can also be burned as fuel at 200KJ per item.
  • Fish Processing recipe introduced: 20 Fish -> 100 Meat + 10 Eggs over 20 seconds.
  • Meat and Egg Extraction recipes added: 8 Fish -> 100 Meat and 8 Fish -> 10 Eggs, respectively. Both recipes cost 1000 Water and take 20 seconds.
  • Med Kit item added: Consumable, heals 250 health on use, spawns a cloud healing 100 health per second to player characters. 20 Fish Meat + 20 Nutrients + 5 Plastic Bar + 5 Steel Plate to craft over 5 seconds.
  • Fish Farming technology introduced: Unlocks Fish Processing and Med Kit recipes.
  • Fish Extraction technology introduced: Unlocks Meat Extraction and Egg Extraction recipes.

Biter Nourishment

  • Nutritious Meal item added: "Food" type fuel used feed Captive Biter Spawners, fuel value of 10MJ. Locally-sourced alternative to Bioflux.
  • Delicious Capture Rocket recipe introduced: 1 Flying Robot Frame + 2 Steel Plates + 5 Nutritious Meals + 2 Processing Units -> 1 Capture Robot Rocket. Locally-sourced alternative for Capture Robot Rockets, using Nutritious Meal in place of Bioflux.
  • Biter Nourishment technology introduced: Unlocks Nutritious Mean and Delicious Capture Rocket recipes

Settings

  • Recipe Extend Modifier: Multiplies the ingredients, results and craft time of "Processing" recipes. Base Wood Processing is 2 Wood -> 1 Seeds + 20 Pulp, base Fish Processing is 2 Fish -> 2 Eggs + 20 Meat.
  • Harvest Modifier: Determines the amount of Wood and Fish gained from farmed Trees and Captive Fish. Fish numbers are in a range of +/- 2 of this value.
  • Product Return Modifier: Determines the ratio of input-to-output for Pulp and Meat extraction recipes, in a roundabout way. This actually reduces input cost by dividing by this value.
  • Seed Return Modifier: Determines the ratio of input-to-output for Seed and Egg extraction recipes, in a roundabout way. This actually reduces input cost by dividing by this value.
  • Nutritious Meal Energy: The energy value of the Nutritious Meal item.

Note

In 2.1, the Wood Processing recipe was renamed to Tree Seed, by means of entirely removing its name from the localisation file. This works when the Tree Seed is its only product, because then its localised name is derived from that one product. As I extend the recipe to two products, this results in a broken localisation string. Since I have to forcibly assign a name to it and it's about processing wood, I simply reused the old Wood Processing name.