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
4 months ago
2.0
2.49K
Enemies Environment Mining Fluids Manufacturing

g make nauvis not gleba?

4 months ago

really liked idea, but when i loaded, i thought i started on gleba, coz everything was covered in gleba plants
maybe make gleba plants grow everywhere and remove gleba biomes? or make it possible to plant gleba landfill over any tile(or any water) without seed requirement, so you can start planting as soon as you get to that point

4 months ago

or at least make their biome size configurable like lava, since its technically resource patch

4 months ago

Are you playing 0.0.9 or earlier? The 0.0.10 cuts a lot of the Gleba ground tiles out and instead enables overgrowth soil to be placed on any Nauvis ground tiles.

4 months ago

no, im on 0.0.10 and nothing you said is in my game.
my half of my world generation is gleba water tiles

4 months ago

Yeah, I think the gleba water tiles are a bit annoyin.

You can tone them down a lot messing with moisture iirc, but still plenty of spread out little spots.

I'd love a setting to turn it off

4 months ago

I've re-added the gleba land tiles because without them, gleba wetlands are everywhere. I'm not having much luck getting map generation to do what I want it to. If I remove gleba wetlands, ammoniacal ocean shows up everywhere instead, I really don't know why, and also you would not be able to find pentapod eggs without some wetlands.

3 months ago

Not OP, but I have similar issues.

To clarify, certain mods that affect biters (and the sandbox mode <- start new game mode, not a mod) can result in a situation where there’s no Gleba base or units, causing a resource bottleneck since no eggs. Side note: no issues with demolishers or territories.

To give a very specific example of the issue I’m facing: the Total Combat Overhaul mod.

Link to the mod (I take no credit):
https://mods.factorio.com/mod/total-combat-overhaul

The idea is that mods like this can create situations where biters spawn on top of minable resource patches (with no way to turn it off), resulting in no Gleba enemies spawning, while fruit trees still do appear. It’s primarily a new chunk enemy generating issue.

For example:
If I don’t have this mod enabled, I can go until I encounter Gleba enemies, save, enable the mod, and reload with it active. Gleba enemies will still be there, and everything works fine initially. However, no matter how far I explore after that, no more Gleba enemies will spawn (Gleba fruit treens, Gleba Wet land, Vulcanus related: no issues).

Off-topic notes:

This mod is incompatible with the "Gleba Soil Anywhere" mod:
https://mods.factorio.com/mod/gleba-soil-anywhere

Please consider adding a 4th option for scrap—Holmium ore ONLY. Aka it'ss obtainable only through recycling. Since the other ores are already abundant, this would synergise well with the recycling infinite bonus while avoiding excess ore buildup.

Please add a warning (during the map generator) that Gleba water determines where Gleba enemies spawn. I had water turned off and couldn’t figure out why no Gleba enemies were appearing until I realised water needs to be enabled.

Lastly Thank you for this mod! Since before Space age DLC I was never a fan of the end game rocket. I love train, main reason why I play factorio. The space aspect highly ruins the train aspect since I need to create them separatly, while with this mod, I can finally have everythingin one place, without needing space. So again, thank you for this mod!

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