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 :) Mod Showcase from Youtuber "Omega" ---> https://www.youtube.com/watch?v=DavGHo8qN-8

Content
14 days ago
2.0 - 2.1
11.7K
Factorio: Space Age Icon Space Age Mod
Planets Mining Fluids Manufacturing

g 2.1?

2 months ago

update to 2.1?

2 months ago

yea it will be better, there are no endgame mods for 2.1

2 months ago

There will definitely be an update!!!!

Unfortunately, I don't have much time to work on it right now, but the mod is definitely still being actively developed, and there will be more updates to come.

a month ago

Until Karu's 2.1 release is out, you can play Nexus on 2.1 with my fork: Nexus-Updated, together with Nexus-Threat-Updated and Nexus-Graphics-Updated. It's the 2.1 port plus a few bug fixes; everything else is Karu's mod as it is, and all credit goes to Karu. Prototype names are the same, so saves carry over, but install all three before you load. Once Karu releases 2.1, switch back and I'll deprecate the fork.

I also made two small add-ons on top of it. Nexus Rebalanced eases the prices raised in 1.3.0, lets beacons reach the Nexus machines and calms the storms down. Nexus Bosses adds nine summonable bosses in three circles on Nexus as an endgame.

15 days ago

First of all, thanks a lot for the help and the patch!!!

I accepted the pull request, but the game crashes with various errors!!! Could you please create a complete pull request? Then I can incorporate it into the mod!

The “Nexus-Updated” version doesn’t include all the compatibility patches, so a complete pull request without any additional mods would be great!

Luckily, I'll be back in the country soon and will be able to work on the mod again! But feel free to help out if you'd like!

And I'd also really like to incorporate the changes to the Quality mod for the Nexus Core Engine and the warp drives from your Balance mod into the main mod!

15 days ago

Thanks! You're right, my port still depended on another mod: on a clean 2.1 it crashed at roller_factory.lua. Here is a complete PR that runs with only Space Age and the three Nexus mods: [https://github.com/Karu010/Nexus-Extended-Promethium-Endgame/pull/8]. It also brings in the core quality pumps and the warp drive routes from Nexus Rebalanced.

One question: you reverted the shield regeneration PR (#4). Was something wrong with it, or do you prefer the shield not to regenerate outside storms? Happy to change it either way.

14 days ago
(updated 14 days ago)

Thanks a lot! I'll give it a try right away and let you know how it goes here!
My respect and thanks for the help :) I'm glad so many people are enjoying my mod :)

And of course I'll mention her and her help on the Mod page!!! That goes without saying.

shield regeneration PR (#4):::::::::::Yeah, maybe I'll make that an extra option!!! That way, everyone can decide for themselves if they want passive regeneration, since the shield charges even when the power supply is down to 10%, etc.!

I would tackle a way (research, antimatter, etc.) to reduce the instability next!

But I like the idea :)

"I'm going to try out your boss mod, too! It's a really great idea, and something I've been thinking about for a while.
Since it's your own addon, feel free to keep creative control over it, but let's definitely stay in touch ;)

14 days ago

Okay, it's been working for me for a long time, too! I uploaded a !!!!!!!!!Warning and description from you!!!! I won't be able to really test it myself for another two weeks. This laptop only manages 12 FPS ;)
But what I've seen in the code looks really good :)

14 days ago

Thanks for merging it and for the credit!
Here's the shield option: (https://github.com/Karu010/Nexus-Extended-Promethium-Endgame/pull/9)
It's a map setting "Passive shield regeneration", off by default, so nothing changes unless a player turns it on; then the existing "Shield regeneration" value works again (and the changelog line about it becomes true). I also added a small remote function add_shield for add-ons like my bosses. Looking forward to your instability ideas, happy to help test ^_^

New response