Planet Paracelsin


Visit the frozen mountains of planet Paracelsin, where mining zinc is a race against clogging and freezing.

Content
6 days ago
2.0
16.9K
Factorio: Space Age Icon Space Age Mod
Planets Logistics Environment Mining Fluids Manufacturing

g [discussion]Paracelsin Review

25 days ago

Good - Paracelsin is a good remix of existing mechanics, but also connects to the other planets better than several other mods. Many other mods: you research their individual science, maybe get some new buildings out of them, and then are mostly done with them. Paracelsin tieing into production on Aquilo means you'll actually need to revisit the planet and set up a recurring trade route.

Needing to setup miners on the planet with heating in mind is something Aquilo never asks you to do, and was an interesting challenge. Also since veterite is a part of fuel production there is a ticking clock to get the research done before your initial ore deposits run dry. Even after that you have to balance out 'Vaterite Production' so that you produce enough material for the base without also killing your power grid.

The galvanized pipes and overhead pipes (overhead pipes I've seen from other mods before) also tie into the main game well. It changes up how I'm going to approach aquilo by giving me the option to ignore large parts of the heating mechanic and make more compact designs. It also doesn't feel like cheating the planet since I still have to heat buildings and conveyor belts. Some of the 'upgrades' in other mods often feel to powerful but this works well.

My base I would consider a very dirty solution to the problem, it produces parts and science but is completely reliant on shipments from Fulgora to launch rockets off planet. And a nuclear reactor supplied by Navis. I can see how you could setup the planet to be completely self reliant, but I was to eager to move on to Aquilo this run.

Bad - Moving galvanized pipes off planet is a chore. The stack size and rocket capacity restrictions don't really work and end being a bad restriction on their use. Nothing is preventing me from using galvi pipes, the rocket capacity simply means I have to wait longer on getting them in place. I had considered shipping the materials to other planets in order to build pipes on site only to find the pressure restrictions on the recipe prevents that (that's on me for not reading the details thoroughly)

Recommendation -
1) Increase the rocket capacity on items from Paracelsin across the board (except science). The planet is already 30k distance to any other planet and multiple hops across the system. This is enough of a time restriction already without having to wait through a ton of rocket launches.
2) Remove the pressure restriction from pipes recipes. This is my preferred solution to the problem: having the player ship parts and build on site is already a common mechanic, most items are more efficient to ship this way. On aquilo this means you would need to be able to generate power for the assembler before you can abuse the system using galiv pipes which means you'd have to demonstrate some mastery over heating first. Outside of aquilo the only use for galvi pipes would be the extended range which is only situationally useful.

25 days ago

Neither of those will be done. Pipe weight is nerfed for balance as they're op on other frozen planets and elevated pipes are crafted with zinc only, would be a chore to move it out.

25 days ago

Neither of those will be done. Pipe weight is nerfed for balance as they're op on other frozen planets and elevated pipes are crafted with zinc only, would be a chore to move it out.

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