Small Space Age


Each planet is replaced by a hyperbolic projection of limited size. Requires the Infinite Resources dependency to be playable. It is also strongly recommended to put 'Fulgora Islands' map sliders to the max.

Overhaul
7 days ago
2.0
477
Factorio: Space Age Icon Space Age Mod
Environment

i More flexibility

3 months ago
(updated 3 months ago)

I think this mod has the potential to be really popular. Espiecally since finite planet sizes really help a lot with performance if you have a lot of planets. The ability to use the mod and still have platforms is a great change, but a couple of others:

  • The ability to turn off finite planet generation on a per planet basis (or maybe a different radius per planet?). Maybe players do not want their "home" planet to be finite? Or maybe a specific planet has restrictions that make it hard to be compatible
  • Ability to add the mod mid-save for planets that have already generated. Using a mod to delete chunks should result in the new chunks generating with this mod in mind if possible. It does look like deleting the whole surface with the editor works, but deleting specific chunks does not.
3 months ago

I doubt this mod alone will be popular beyond a small number of players. It might be valuable for an overhaul down the line.

Per-planet transformations are a good idea but very tricky to hack. If I knew how, I would have included that in the original release as I'd like this effect for a different project.

If the chunk deletion mod doesn't pick up the changes, that means Factorio is memorizing terraingen inside each surface when it is created for savefile stability. This mod can't affect this and works like any other mod in that respect.

3 months ago

If I knew how

Check out Rampant, they have per world settings. It is for bitter generation and AI so maybe not quite the same thing, but it might be helpful.

3 months ago

Heh, if only it were that simple.

3 months ago

I do probably know, which is to make a duplicate of every noise expression in the game for each planet, then chase back all the autoplace settings to determine which expressions go with which entities. This wouldn't suffice for a single entity used on multiple planets, so given that duplicating entities too would cause a cascade of compatibility issues, you might need to make dummy entities that get replaced with their genuine counterparts at runtime; then adjust the map_gen_settings to load the dummy entities too. Yet this would duplicate created_effect triggers, so you'd have to go clean all those up.

As it stands that would be one of the most technically complex manipulations on the mod portal, and though it would unlock a few cool tricks it's not worth it for me. Perhaps someone reading this will get a bright idea.

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