Space Age Without Space

by AlchavX

All the new Space Age content minus the other planets and interplanetary logistics. Play with the new toys, craft the new science packs, and battle the new enemies at home on Nauvis.

Overhaul
13 days ago
2.0
1.23K
Enemies Environment Mining Fluids Manufacturing

g A great idea, but maybe retain the space content.

a month ago

A very interesting mod idea. I like the concept a lot.
But I feel that just cutting out all the space exploration stuff and other planets may be a bit too far. Maybe retain those for whoever likes to twiddle in them, and make the goal of traveling to the destroyed planet - the end goal?

a month ago

Have you considered playing the Space Age expansion? I think it may have what you're looking for.

30 days ago
(updated 30 days ago)

I think they want SA without Vulcanus/Gleba/Fulgora/Aquilo. They still want the space travel/platform design, but not the planetary experiences or interplanetary logistics.

I think there's a place for this mod AND a mod (or option) that does that. For example exactly the same as this mod except the end goal is traveling to the edge of the solar system straight from Nauvis.

30 days ago

I would read this as, have all tech tree in Nauvis, while other planets are there if you want to go to them, but nothing would require you to

27 days ago

i would also like it if it was an optinal chalange

16 days ago

All of the commenters above are basically correct. I think retaining the other planets and space could be done, without actually breaking the mod in any way.

For instance, I would love to make Nauvis a hard, nearly deathworld experience, with tough enemies. I would need to research and utilize different weapons and tactics on Nauvis since it now has Gleba enemies and Demolishers. This is my biggest issue with Space Age right now, since Nauvis bugs are just worthless against all the new Tech and weapons by themselves.
That said, finding exotic resources like calcite or fruits would be hard, since I'd make those resources sparse. So I would still need to invest in other planets like Fulgora/Vulcanus etc, but I wouldn't be mandatory locked to them for the main research gate.

The idea is to make Nauvis the pivot planet, the main HUB, and use other planets as resource-colonies (I swear I just heard the english anthem in my head wth).
This would retain all of the Space Age content while at the same time centralizing the gameplay to be more Nauvis-focused.

13 days ago

At first, I was wondering about the point of buying the DLC and then not wanting to play it—kind of funny when you think about it!

However, the more I read through the comments, the more I think this could actually be a nice idea.

Heads up: I haven’t played this mod yet, but I can see that it has some potential.

13 days ago

@sunwolz: I was thinking that should be a 6th planet. With monsters cranked up to the point that you need at least Q4 kit to even survive.

13 days ago

@sunwolz: I was thinking that should be a 6th planet. With monsters cranked up to the point that you need at least Q4 kit to even survive.

Naufuglebunusilo. Maybe not as deathworldy as you're wanting though. (Gehenna?)

a day ago
(updated a day ago)

I think having the mod as-is right now, PLUS the DLC content (space and other planets) would be brilliant
So what I mean is we have everything we need on Nauvis to finish the game 100%, but can still travel to and build on other planets

Oh also, I've seen you put gleba tiles spawning on Nauvis as a bug, but please don't fix that, or if you do, make it optional 'cause they look really cool with alien biomes installed
Here: https://imgur.com/xCi7GhE
Reminds me of necromorph infestation

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