Nexus Extended Promethium Endgame


Expands the Promethium Endgame and adds another planet with new production steps and ressources. savegame compatible. The content of the mod is complete. New content will still be added, of course ;) This mod will be continuously improved and fixed. 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
18 days ago
2.0
3.38K
Factorio: Space Age Icon Space Age Mod
Planets Mining Fluids Manufacturing

b Warp Drive Desync

21 days ago

So took a week to make it on the server constantly working, but we finally made our first warp drive!

However using it just between Nexus and... anywhere causes two issues:

  1. Game Desyncs, like instantly, all players drop from the server.
  2. When rejoining there are... uh... a line of asteroids of incredibly density coming toward the ship, thankfully way overbuilt the weapons on it as it's the promethium runner ship so it was fine, but getting 0.6UPS is... fun for a while until the asteroids pass, lol...
21 days ago

Yeah, every time the ship makes a jump of more than one planet at a time it's instant desync and ~0.6UPS for a long while. If only one planet at a time then wait a second then another, then you get waves of asteroid lines which is interesting, and it doesn't lag or desync, only when multiple jumps at once (like going from nexus to shattered planet or so, but nexus to fulgora is fine). Wonder if engine bug...

20 days ago
(updated 20 days ago)

I can assure you that it is not a mistake.The warp drive must not be activated within the solar system.Tip: Read the text that is unlocked in the chat when researching warp drive technology.

And congratulations. I hope you enjoyed the mod. Feedback is always welcome if you'd like to provide it :)

20 days ago
(updated 20 days ago)

Didn't see any text when it was unlocked, it was unlocked on a server when I wasn't 'there' at the time. ^.^;

Guess I should look in the localization files for that...

But yep, made it to sol, got the endgame screen. Nexus was interesting, extremely power hungry, even with the mk2 reactors I have more than half of a hundred of them with full neighbor bonuses and still not enough (and other power gen but they don't make as much power those), so many TW, lol.

Only had 2 critical cube spoilages within my base, finally got a reliable circuit setup to take 'too many' to a recycling setup that was 'faaaar' away from the base (about a quarter of a green belt by this time, and as even the low chance of 25% from a recycler of the sheer number of them still meant an explosion on a very rare occasion since the spoilage timer didn't reset, lol, had 'many' bot-built rebuilds of the recycler array for them, sending many cubes a second by the end to them).

As for feedback, hmm, the lack of beacons affecting buildings was... slowing of things, a lot, had to 'expand' (copy/paste) a lot more because of it, which definitely hit UPS (~40UPS pre-nexus, ~28UPS upon finished nexus) due to how much we had to expand. The omega modules were very useful though (spread those very liberally through our surfaces, by the 'win' time we were producing almost 1 mk4 a second in legendary via a rather 'large' factory). Would have been able to scale better without the UPS hit if beacons worked, though that would have hit our energy generation even harder (they might be a biiiit too high considering the fusion reactor spam we had to make). The omega lab not having science pack drain, but being an 'upgrade' to biolabs while able to take the rest of the sciences makes it entirely unused for anything that wasn't omega sciences (we had hundreds of legendary biolabs by that point all actively researching fully beaconed up). The omega sciences seemed a bit... odd as well, they were just the normal sciences with a bit of the common fluid added to them, seemed like useless filler? Still shipping thousands of each science packs a minute to the nexus to make them though just for more of those fluid productivity techs. ^.^

But yeah, overall it was a fascinating and unique challenge, not really 'hard' beyond the base exploding itself on occasion, seemed a 'bit' much, but definitely tested my circuiting with spoiling stuff going to all kinds of random places to get used. Definitely a unique near-end of our server, we now only have one surface left in our pack to complete and our multi-month long journey will finally be done.

But yeah, to elaborate, if the warp drive shouldn't be used in-system, that needs to be made very clear, not via some random text that might pop up to never be seen on a server. ^.^; Like make it actually not function in the main system or something, or perhaps add the ability to circuit it up so we can turn it off via circuits (at worst you could put on an invisible constant combinator somewhere on it, like the back middle or so, and script check it to script disable/enable the thrust based on it perhaps? Not like there will be many of them), or at the very least script enable/disable it based on the path that a ship wants to take, so like it stays disabled but if a ship starts moving and its current path has no asteroids 'then' re-enable it via script and disable it right when it reaches its destination or something. At the very very least it should not be a server-kill-button by activating one, that is... less than good and should not be an ability a mod gives to random server people, like the 4 people on my server are trustworthy, but it is really really easy to just accidentally hit the 'go' button on the warp ship and jump more than one planet, meaning the server just dies and you have to rollback to the last autosave or wait about 12-40 hours for it to process enough, lol.

19 days ago
(updated 19 days ago)

First of all, thank you very much for your detailed feedback. And I'm glad you had fun with my mod :)

In the future, there will be an Omega Beacon that is compatible with Omega machines.

The research conversion is basically only there so that the Omega Lab doesn't run when you do normal vanilla research.
(To avoid wasting research).

I'm also already thinking about creating another power source in the form of matter conversion.

Deactivating the warp drive is a good idea. I'll see how I can implement that.

A quick question out of interest ;) You said you made legendary modules... How long did it take you to complete my mod? / Do you think the time taken was okay or too long?

Greetings Karu_Kiruna :)

19 days ago
(updated 19 days ago)

In the future, there will be an Omega Beacon that is compatible with Omega machines.

Ah, that would indeed help a lot, without beacons the entire surface was very slow going.

The research conversion is basically only there so that the Omega Lab doesn't run when you do normal vanilla research.
(To avoid wasting research).

The omega lab really isn't much better than biolabs though due to not having better science pack drain, and definitely not better than cryolabs/quantumcomputers from other mods (and those tend to be quite expensive to get as well and harder to manage in various ways, but better science pack drain). To encourage people to use it should probably give it a better science pack drain, not necessarily at common, but maybe make it scale better with quality? The lack of beacon interactions on it is a huge cost as well.

I'm also already thinking about creating another power source in the form of matter conversion.

Hmm, you know, by the time we get antimatter/exoticmatter fluids, those could be interesting to feed into an antimatter reactor together to generate power?

Though in reality you can't get power from making antimatter using power, so it doesn't really 'make sense', but would be a nice reward for reaching that step anyway?

Deactivating the warp drive is a good idea. I'll see how I can implement that.

At the very least just script deactivating it when not going to or from the new far area (sol and oort cloud) would be best, only activating it when a ship tries to move and the to or from are one of those should fix it?

A quick question out of interest ;) You said you made legendary modules... How long did it take you to complete my mod? / Do you think the time taken was okay or too long?

We dumped a holy crapton of our solar-system-wide legendary production into making those modules (we make 'almost' everything legendary pretty consistently now, and yes indeed, 'ow our UPS' averaged 29UPS), our server had been going for almost 3 months, I spent much of the last 2.5 weeks on Nexus just by myself with a few others coming to do things on occasion.

We 'started' the mod in earnest about 3 weeks ago, many of us playing about 6+ hours a day every day (including myself, yes work and factorio). This surface was definitely the longest one by far to 'complete'. In relation to any other surfaces (we were playing an altered version of the all planets pack with a couple buggy surfaces removed and many more surfaces added) it was the longest, but it was decently busy the whole time, lot of copy/pasting though, decent amount of circuits required to 'trust' that I wasn't going to blow everything up when I wasn't around/online. Took a looooong time to get those first couple critical cubes, by the end we were making well over a dozen a second, upcycling many to legendary via quality recyclers, cycling out the rest, lots of refreshing of them.

Honestly, the time taken was 'appropriate' for a well knowledgeable group of masochists that play either extreme deathworlds or megabasing, we play for months at a time, I do think it took far too long for a 'normal' persons play through. The tech itself wasn't the issue, nor really the introduction of concepts, the biggest issue was not enough power early on (we spammed many dozens of mk1 fusions and it was still often not satisified), and everything running slower, even with eff modules was a really big slowdown, so perhaps some power rebalancing, or perhaps another power source introduced earlier on might be better. Making the mk2 fusion wasn't too bad, but getting their fuel production was the first real challenge, circuits needed for sure to not blow self up, and it was extremely slow coming to begin with.

I really like the hexagonal shape that making the red crystal things (I'm really bad with names) as a factory made (the central crystal maker with a ring of stabilizers with some circuits to inject when all were ready with sufficient amount), those were extremely pleasing to make (and then copy/paste many more of them due to slowness, lol.

A lot of the mod did overall feel slow though, even to us, 'advancement' was very slow coming, generally after a 6 hour session we'd only make another large line expansion and get enough stuff to start on the next, which definitely felt slow.

The next major slowdown past power was just how incredibly long it took to get the first critical cube that we could actually use.

Also, posting text messages to the screen doesn't really work in multiplayer, those should be in tooltips, technologies, or in the information/tutorial screen. I would say you should... hmm, 'demonstrate' those critical cubes spoiling in the tutorial screen with some bits about "Don't let this happen" perhaps, lol. Having one explode 'in' the center of base was... interesting to come back to... ^.^;

If you have any further questions about our server feel free to ask? After almost 3 months we are finally coming to a close, we just finished the last surface today, so we'll probably spend another week just optimizing and cleaning up things before we finally move on. :-)

So if you want me to test anything in a very large game or have further questions, I'm open!

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