Organized Solar System


Organizes the positions of vanilla and modded planets to better reflect the Space Age gameplay progression. The radial distances of planets are unchanged. Their angles are specified by a number called the 'tier'. Tiers run from 0 (north of the star) anticlockwise to 6 (north-east of the star). Mods with no tier assigned appear vertically below the sun.

Tweaks
a month ago
2.0
6.86K
Factorio: Space Age Icon Space Age Mod
Transportation Environment

b Connections removed in recent update

2 months ago

Before the newest one (3 days ago) it was not a problem but now my space map looks like it's been destroyed, I can't go between nauvis and fulgora directly and have to go to vulcanus first

2 months ago

Could you please upload a screenshot of your space map? Before/after is ideal, but after is sufficient.

2 months ago

Yeah, I'll try my best to figure out the logistic of sending images through here, I've seen some use google drive and such

2 months ago

https://files.fm/u/kqghv2m73s

I think this should work

2 months ago

Now as long as the god damned system didn't compress and ruin the image it all should be clear there.

2 months ago
(updated 2 months ago)

The new algorithm was indeed too aggressive in removing routes it thought were redundant.

Version v2.2.0 of Redrawn Space Connections should work better for you.

Regarding some other points in your image: The north axis-crossing paths (introduced last week by mistake) will stay mostly removed. The position of Rubia was updated intentionally. The asteroids en route to Aquilo include big asteroids in my version, so I don't know if that's the effect of another mod or something else.

2 months ago

The removal of big asteroids I am ABSOLUTELY positive I found the source which is a combination of 3 factors

-This mod and it's updated auto correcting of path asteroids.
-Muluna removing medium, big and huge asteroids around the planet that the moon orbits (to make starts easier)
-AND me starting on aquilo

It resulted in the moon spawning around aquilo, removing the big and medium asteroids around aquilo and itself AND THEN this mod triggering, looking at the connection between aquilo and rubia and noticed that aquilo has only small asteroids while rubia has medium and small, so it doesn't add big asteroids in between the two planets, leading to the game being MUCH easier as I don't have to worry about big asteroids between these two.

This wasn't a problem before as the asteroids on the paths weren't automatically checked like this.

The only fix for that would be like making the system that adds asteroids on paths work before the muluna removing big asteroids, but that is not something I'm gonna ask from you as it is a very niche problem.

Only happening with a player who does a non nauvis start. I imagine that if someone starts on vulcanus the path between nauvis and vulcanus would also be clear of medium asteroids as neither would have medium asteroids in their orbit.

Yeah I thought about this topic a bit while I was on a small holiday so here is my theory.

New response