Nexus Extended Promethium Endgame (WIP)


Expands the Promethium Endgame and adds another planet with new production steps and ressources. savegame compatible. The content of the mod is almost complete. An ending is already in the game. This mod will be continuously improved and fixed. The final version 1.0 will take some time, but will implement a lot of new mechanics. I ask for your understanding. I am writing this mod in my spare time and therefore cannot work on it every day. I would be very happy about feedback :)

Content
a month ago
2.0
1.87K
Factorio: Space Age Icon Space Age Mod
Planets Mining Fluids Manufacturing

g compatibility with Science Group

17 days ago

Failed to load mods: Technology antimatter-containment-fields-generator: there is no lab that will accept all of the science packs this technology requires. Science packs: automation-science-pack, logistic-science-pack, military-science-pack, chemical-science-pack, production-science-pack, utility-science-pack, space-science-pack, metallurgic-science-pack, agricultural-science-pack, electromagnetic-science-pack, cryogenic-science-pack, promethium-science-pack, antimatter-science-pack

This happens when Nexus, plasma duct, and Science group are installed togehther.

I asked AI why this happens:

The "science-tab" mod reorganizes science packs by changing the subgroup of base game science packs (like "automation-science-pack", "logistic-science-pack", etc.) from "science-pack" to "basic-science-pack".
The "Nexus" mod, in its data-final-fixes stage, clears the inputs for the "omega-lab" and then dynamically re-adds only those science packs (tools) that still have subgroup == "science-pack".
As a result, the "omega-lab" ends up missing the base science packs in its inputs list, while retaining the Space Age and mod-added packs (like "metallurgic-science-pack", "promethium-science-pack", and "antimatter-science-pack").
Technologies like "antimatter-containment-fields-generator" require both the base packs and the advanced ones. Since no single lab can now accept all of them (standard labs lack the advanced packs, and "omega-lab" lacks the base packs), the game throws this validation error during mod loading.

It also suggested a fix:
Manual Code Patch (Advanced): If you're comfortable editing mod files, modify Nexus's data-final-fixes.lua (in the mod's zip/folder) to add all science packs regardless of subgroup. Replace the loop with something like this:
luadata.raw["lab"]["omega-lab"]["inputs"] = {}
for name, tool in pairs(data.raw["tool"]) do
-- Add if it's a science pack (check by name pattern or durability, since subgroups are altered)
if string.find(name, "science%-pack") or string.find(name, "science_pack") then -- Covers most packs; adjust if needed
table.insert(data.raw["lab"]["omega-lab"]["inputs"], tool.name)
end
end
-- Manually add any missed mod packs (e.g., if they don't match the pattern)
local extra_packs = {
"kr-matter-tech-card", "kr-advanced-tech-card", "kr-singularity-tech-card", -- If Krastorio is installed
"nuclear-science-pack", -- If atan-nuclear-science is installed
-- Add others as needed
}
for _, pack in ipairs(extra_packs) do
if data.raw["tool"][pack] then
table.insert(data.raw["lab"]["omega-lab"]["inputs"], pack)
end
end
This broadens the check to include packs by name pattern instead of relying on the subgroup. Zip the mod back up and reload.

17 days ago
(updated 17 days ago)

For this we usually just take whatever is in the base lab, because that will be everything, is easy to support, and will result in having at least 1 lab that can do the research.
Krastorio will always need special support, but doing this provides broad support.

I'll mark this mod as an optional dependency so my stuff runs after you then hope it helps.

17 days ago

Come in to the foundry, the end game/end game technologies and what it needs is a problem that we've been looking at for a while now.

New response