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
4.44K
Enemies Environment Mining Fluids Manufacturing

g Bugs and feedback

7 days ago

Hello, i've been playing this mods with two friends on deathworld settings and i like to report some bugs and problems we have encountered, as well as a minor feature request, we aren't quite done yet, but we reached cryo science today.

Features request:
It would be nice it deep oil ocean, ammoniacal ocean and lava where searchable tiles, like the natural Yumako/Jellynut soil in base SA

Missing research prerequisites:
Calcite processing should be a prerequisite for coal liquefaction, so you can acquire coal liquefaction with out simple coal liquefaction
The rocket silo research should prerequisite rocket fuel, as it is needed to use the silo

Bug:
Gleba enemies can't expand doe too egg rafts being limited to marsh tiles.
The game also prints this massage in the log warning about it:
Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'nauvis' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small
In order to verify this, i tested in a world without biters at a expansions timer of one minute, after one ingame hour the game hadn't managed to find a single suitable location for an expansion.

Balance:
All Gleba tiles have an inherent pollution absorption of 1.84/m (is shown as spores but still absorbs pollution), meaning they are reduce pollution much more then even Nauvis grass/dirt at 1.11/m, this leads too pollution is much less of a concern then it normally would be on Nauvis. I think it would be reasonable to change the Gleba tiles to the same values as Nauvis grass/dirt.

As a exercise in modding, i've stared to implement some of the bugs/changes above, although i haven't gotten to everything yet, if you like i could provide a PR on GitHub, for everything i got this far.
The only this giving me a real headache right now, are the gleba enemies, i so far have no idea how to fix them not expanding.

Feedback:
Another big discussion topic for us is the abundance of non Nauvis resources, while i understand the desire to keep the mod close to the unmodded SA experience, but having the non Nauvis resources spawns conditions copied from their respective planets leads to a massive abundance all but Nauvis resources. We now have acquired all the resources we need to win the game but only had to kill 2-3 medium demolishers, and without ammoniacal ocean spawning far out we could doe it without fighting a single medium demolisher. This is reinforced by the fact that most non Nauvis resources are intentionally placed close to the spawn point, which makes sense for a normal SA game, but there is makes the game a little to easy in our opinion.
Originally i considered publishing a mod that changes the generation of all non Nauvis resources to use the base game resources generation and tweak the numbers until they seem more reasonable then what they are currently. However it would also be possible to add them as a setting, for users to decide how they like to play.

Greeting
Der Failer

6 days ago

Reading your comment gave me another idea that might work really well as either an extension for Space Age Without Space or even as a separate mode/mod preset:

What if the different “planets” were reimagined as very large, distant biome/continent regions on Nauvis instead of being mixed into the map more locally? So instead of Vulcanus/Gleba/Fulgora/Aquilo-style resources appearing relatively close, you’d have huge separated regions with their own terrain, enemies, and resource logic — almost like Minecraft-style continents/biomes, but designed around Factorio progression.

The part I think would be especially fun is if those regions were spaced far enough apart that you’d need long, defended rail corridors to connect them. That would preserve a lot of the “expedition to another planet” feeling from Space Age, while still keeping everything on one surface. It could also help with the current balance issue you mentioned, because access to off-Nauvis resources would be gated more by distance, logistics, and military pressure rather than just finding a nearby patch.

If you ever end up experimenting with that direction, I’d definitely be interested in trying it.

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