Solar System Science (Endgame Expansion)


In this new major endgame expansion, you'll have to build complex production chains on every planet. Build an interplanetary logistics empire and master the unique mechanics of each planet in order to craft the Solar System Science pack and win the game !

Overhaul
3 days ago
2.0 - 2.1
742
Factorio: Space Age Icon Space Age Mod
Planets Logistics Fluids Manufacturing

i Impressions pre playthrough

2 months ago

I was looking for mod that expanded the endgame part of the game, so this looks good to me.
But I have a couple of questions about the mod's philosophy.
- Why pre promethium pack? Imo endgame should be after promethium or the very least the same level (if you want to make it optional) and having a different win condition. Maybe building something with that Universe plate you make for the packs, a FLT device or some kind of portal?
- Naming conventions. Solar System Science, Universe plate feels very prototype and kind of out of place compared to vanilla. (also the sprite of the pack) Something like Astronomy / Astrogeology Science sounds more like a proper final science imo. idk about the plate.
- Circular Collider Lab, kind of redundant? Shouldn't be a recommended mod instead of a dependency?

Of course this are the ramblings of a random and you are the mod author, not trying bypass that. Just giving you feedback about why I thought twice or thrice before trying the mod. I will have more proper feedback once I reach that point, I'm very far from that and my current run is a x100 science.

2 months ago

Hi,
Thanks for your feedback.
(If you’d like to join, there’s a dedicated channel for this mod on the Discord Foundry server. Link on the top of description page.)

1) At the very beginning, I was thinking of making this content part of the post-game (after victory). But I decided to make it part of the end-game instead; this makes it a real challenge to overcome in order to win, rather than just a cherry on the cake that’s off the path.

2) As for the names, I gave it quite a bit of thought whilst developing the mod. Solar System Science sounds good to me, and I really like the sprite. It reflects the mod’s concept: it’s a science that brings together the entire solar system, in terms of both materials and logistics.
For the other items, I started with the graphics that were available, and named them based on those. The materials do not correspond to real-world objects and are more like resources than high-tech items.
Universe plate isn’t perhaps the best name, but I thought it suited the whole thing. I’m not necessarily excluding the possibility of changing the name(s) in the future, but for that to happen, we’d need a better alternative that fits in with the graphics and the mod’s overall concept.

3) Circular Collider Lab takes its name from CERN’s future particle collider in Geneva. It is a major centre for fundamental research of the universe and therefore fits perfectly within the mod’s concept.
The aim was to use this science pack in a dedicated laboratory; a large-scale facility that is costly in terms of both resources and energy. This contributes to the mod’s vision and its parallels with reality.
The reason Circular Collider Lab is in a separate mod is to allow it to be played on its own, without this endgame expansion.

I hope that answers your questions; feel free to join the Discord if you’d like to know more.
I will be happy to hear what your feedback is once you’ve tried it.

And good luck for the x100 :)

4 days ago
(updated 4 days ago)

Circular Collider Lab is really redundant when playing with Muluna (there is another lab). Can you please make it recommended instead of hard dependency?

4 days ago

Hi,
The CCL mod is required because it adds items and technologies used in SSSP.

But you can use the available settings to customize the lab's stats to make them different.

a day ago

Can you add an option to remove the lab itself?

a day ago

HI,
I don’t think I’ll do a setting for that; it wouldn’t really make sense to remove the lab this way.

For me it seems a shame to remove the lab, because the mod is designed with it in mind, but I also understood that you’d like it to be possible.

I’ll have to think about how I’d like to change it to offer this option. I’ve added it to my to-do list, but I’ve currently got a fair amount of things to do and, as it doesn’t affect the playability of the mod, it’s not my priority.

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