​Space Age: Hardcore Mode


Space Age: Hardcore Mode is a tastefully designed collection of tweaks & Vanilla+ mods that tighten the gameplay of Space Age by removing shortcuts and adding interesting challenge. Not a gratuitous difficulty mod. Feedback is valued. Share in the Discussion tab or on Discord: https://discord.gg/VuVhYUBbWE

Overhaul
6 days ago
2.0
910
Factorio: Space Age Icon Space Age Mod
Logistics Enemies Environment Manufacturing Power
Owner:
thesixthroc
Source:
N/A
Homepage:
https://mods.factorio.com/mod/Space-A...
License:
Limited Distribution Only Licence
Created:
a month ago
Latest Version:
1.0.64 (6 days ago)
Factorio version:
2.0
Downloaded by:
910 users

Space Age: Hardcore Mode

Space Age: Hardcore Mode is a collection of mods & tweaks that tighten the gameplay of Space Age by removing shortcuts and adding interesting challenge.

It's not a gratuitious difficulty mod, and can be extended with further mods if desired. We simply mean to change some design decisions in Space Age to be more testing.

Features

  • Players are forced to build from scratch on Tier 1 planets (Vulcanus, Fulgora and Gleba) as cargo pod drops require protective materials native to each planet.
  • Each planet has gameplay tweaks. In particular, Tier 1 planets have technologies that incentivize a small science build before launching your first rocket.
  • Certain technologies are delayed in the tech tree.
    • For example, science packs from each Tier 1 planet are required to research 'Logistic System', the technology gating the more advanced features of logistic robots.
  • Efficiency modules are somewhat less effective, bringing trouble to bases that scale up too quickly. Utility science packs are three times as costly.
  • Optional dependencies with further content.
    • If you have suggestions for mods we should include, please share.
  • And more...

Get started

  • Download and install from the Factorio mod portal.
  • Map generation sliders (on 'New game') act independently of the mod.
    • The Deathworld preset is recommended for the 'best' experience, except some players may wish to turn the time factor of evolution back to its default setting. This is because time evolution progresses on all planets in parallel, even when you're not there.
  • The modpack is compatible with existing saves.
  • A public multiplayer server graciously hosted by Comfy Industries is often on rotation.
  • The modpack is currently iterating based on playtest feedback, so please let us know how it goes. You can discuss the pack in the Discussion tab or on Discord.
    • The #hardcore-changes channel on Discord provides a running changelog of gameplay changes across the entire modpack.

Dependencies

Mandatory dependencies are listed here. Some contain dependencies themselves.

Standalone tweaks in this mod

  • Efficiency modules are 25% less effective.
  • Nights on Nauvis are significantly darker.
    • Lighted electric poles are available to help with visibility.
    • Biters deal slightly more damage during the night.
  • Half of all Nauvis iron, copper, stone and coal patches are mixtures of all four. Ore ratios are the same as vanilla on average.
    • The starting patches are unmixed.
  • Enemy units have +20% HP (except spider units).
  • Utility science packs require 3x the materials.
  • The Landmine technology is disabled.
  • Space platform foundation tiles have greater weight.
  • Asteroids have extra HP.
  • Medium asteroids have some base physical resistance.
    • Relatedly, asteroid crushing ore yield is increased, and advanced metallic asteroid processing is available in early-game space, meaning copper can be obtained on platforms.
  • Locomotives burn fuel at a greater rate.

Special Thanks

  • Tserup created the custom technology icons.
  • NekoBaron for design conversations while observing the public server.
  • kocur4d for verifying with statistics that the mixed ore generation algorithm works as intended.
  • All those that contributed playtest feedback.