Solar Systems (Optional Planets Fork) deprecated


3 new Star systems added featuring the planets made by rjdunlap to make your dreams of becoming an interstellar empire come true. Fork with optional planet dependencies - install only the planets you want!

Content
3 months ago
2.0
78
Factorio: Space Age Icon Space Age Mod
Environment

g [Added] Support Enable All Planets Mod

3 months ago

It would be great to also support all of the planets in list on the page of the Enable all Planets Mod

3 months ago

Yup good idea, added them.

3 months ago
(updated 3 months ago)

I meant to mention something like this before, but got distracted and lost my train of thought.

You could use the tier system from this mod to split up the different systems so there are some plants of each tier in each system. At least from a reference standpoint, not necessary as a dependency.

3 months ago

Yeah I actually use that mod aswell lol. I dont know much about coding, but maybe Ill look into it and organize them properly. Thanks for the heads up :)

3 months ago
(updated 3 months ago)

I do not know how the planet route drawing works. Since this mod is supposed to work with Organized Solar Systems, I am guessing that means you pick the star it orbits, and it should do the rest.

If that is the case, you could at the tiers for the planets and make sure you assign each star some of each tier. So, there is a nice spread without needing to go to another system. Maybe one of the systems could have only the tier 5+ stuff so you have to go to that system. And it has no tier 1-3 planets or anything.

Just some ideas.

3 months ago

Thanks for the suggestion. The stuff is sadly much more complicated and I wasn't fully able to fix this mod. There are like 5 different mods managing the connections between planets, I was at over 700 lines of code until I realized this is a battle I dont want to win xd

However I managed to fix the planets from rjdunlap that didn't want to load on startup:
https://mods.factorio.com/mod/rjdunlap-planet-fix

3 months ago

It looks like the planet fix only fixes Nekohaven and Zzhora.

Akularis, Tapatrion, and Vicrox still do not work for me. Akularis and Vicrox both look like similar errors as Nekohaven and Zzhora. Some decorative cannot be found or something. Tapatrion looks similar to Hexalith without the Hexalith fix, probably related to Nuclear Science.

I guess it is time for me to test my Lua skills and figure out Factorio mods. I am going to try to get a version working with all the things. I am going to try to get it working like the following:

  • Nauvis system has the vanilla planets, maybe a few others from Enable All Planets. No tier 5+ planets.
  • Miara (yellow) and Twelpa (red) will be variant systems. rjdunlap planets instead of vanilla ones + some more planets from Enable All Planets. No tier 5+ planets.
  • Jarbid (blue) will have the tier 5+ systems. Aquilo will be here as solar system's edge/shattered planet and any other endgame related planets.

Idea is based on supergiants (blue stars) are not really hospitable and more "dangerous". And it forces you to do intersystem travel no matter what for later game content. But travel between the 3 core systems will be optional only if you want to go to those planets.

3 months ago

Sounds like an awesome mod idea.
My mod only fixes the bug with the gleba vines, the other planets are bugged because of some rock. Personally dont care about those so I didn't bother. If you have nuclear science you should use Hexalinth nuclear, and can disable the normal Hexalinth.

3 months ago
(updated 3 months ago)

I managed to get them all working. And I am almost done with getting the systems all redone as well. Just getting Redrawn Space Connections and Any Planet Start to work with them.

Hexalith Nuclear removes uranium from Nauvis. Which, with the multiple star systems, would be really bad. I put Hexalith in Jarbid, so Nauvis and the Nauvis-like planets are still in the other systems to provide uranium.

Screenshot with all the planets (no redrawn connections yet): https://i.imgur.com/LOlJwv4.png

3 months ago

Damn that looks good. Space lines are a bit too straight I guess but that should be fixable
Personally I really liked the idea of conquering nauvis without nuclear, to push the player to other planets, but in that case Hexalinth should definitly be near Nauvis. Maybe you could add a mod setting to remove Nuclear from all Nauvis-like planets, and Hexalinth near Nauvis?

3 months ago
(updated 3 months ago)

The lines are straight because I did not spend a ton of time tuning their locations in orbit. Redrawn Space Connections mostly fixes that. I just have to make sure it does not draw lines between systems it is not supposed to.

And that sounds like something that would be great for you to contribute. Add a setting the strips uranium/nuclear from all of the Nauvis-like planets and makes the location of Hexalith to be dynamic based on the starting system (Hexalith near Nauvis would not make any sense if you start in Miara or Twelpa).

Once I get done with it Redrawn Space Connections and Any Planet Start, I will make a Github repo and everything for people to contribute.

3 months ago

Very nice, Ill see what I can do regarding Nuclear Hexalinth :)
Thanks for going through the effort of getting everything to work mate

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