​Space Age Hard Mode


A modpack that tightens the gameplay of Space Age, removing shortcuts and adding interesting challenge. Each planet has significant variations. Vulcanus, Fulgora and Gleba have cargo drops disabled at first, and certain technologies are now locked behind building a small on-planet science chain. A range of other challenge tweaks are included: lava can't be piped, asteroids have quality, railguns require fluoroketone, nights on Nauvis are dark, science packs have more involved logistics, an

Mod packs
2 days ago
2.0
2.80K
Factorio: Space Age Icon Space Age Mod
Logistics Enemies Environment Manufacturing Power
Owner:
thesixthroc
Source:
https://github.com/danielmartin0/fact...
Homepage:
https://mods.factorio.com/mod/Space-A...
License:
MIT
Created:
9 months ago
Latest Version:
2.3.4 (2 days ago)
Factorio version:
2.0
Downloaded by:
2.80K users

Space Age: Hard Mode (Beta)

A modpack to remove shortcuts, allow the mechanics in Spage to be more like themselves, add challenges requiring a bit of creativity, and remove a few of Wube's initiatives to make Space Age more accessible.

The goal is not difficulty itself, but rather to add a thin layer of challenge on top of Space Age. Tweaks that some find engaging may be tedious for others, so almost all features can be toggled off in the mod settings.


Getting started

Hard Mode is largely compatible with existing saves.

For new maps, map generation sliders can be freely adjusted. The Deathworld preset comes with a recommendation, 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.


Features

  • Players build from scratch on Vulcanus, Fulgora and Gleba, as dropping materials (beyond construction bots) is impossible without a specific technology requiring science packs from that planet.
    • Each planet's tech tree has been slightly tweaked to incentivize a small science build before launch of the first rocket.
  • Many recipes are delayed in the tech tree.
    • Active provider chests require science from Gleba, and active requester chests require V+F+G.
    • Infinite upgrade technologies are restricted prior to Aquilo tech, limiting the ability to technologically scale out of difficulties.
    • See here for more.
  • Each planet has gameplay tweaks (see below).
  • And more…
  • Optional dependencies contain extra content and tweaks. This content is surveyed for quality by thesixthroc.
    • If you'd like to make a suggestion, comment in Discord or Discussion. Sharing gameplay feedback is also valuable.
    • Some modded planets have explicit Hard Mode support, e.g. Hard Cerys and Hard Muluna.

Dependencies


Hard Mode modded planets

Modded planets that aren't in this list are still generally compatible, but these planets have explicit support in the modpack philosophy.


Localization

  • English, Russian.
    • To help translate more languages, submit a pull request on Github.

Special Thanks

  • Feedback from many users, particularly NekoBaron, NOiZE, Datacpt, SafTheLamb and Ray1Claw.
  • Tserup for creating the custom technology icons.
  • kocur4d for verifying with statistics that the mixed ore generation algorithm works as intended.