All Planet Start


Co-op: four teams, four planets, four completely separate tech trees. Every team starts from nothing on its own planet - Nauvis, Vulcanus, Fulgora or Gleba - and must independently research the ENTIRE tech tree using only what that planet provides. No shared research, no imports, no help from the others. A team only stops being alone when it researches its planet's discovery technology, which now costs that planet's own science pack. That merges it into a shared unified force which accumulates every discovery so far - and only then does anyone get thrusters and interplanetary travel. Until a planet has been mastered, nobody leaves its orbit. Play it with friends, one planet each, or solo by hopping between teams and running all four yourself.

Content
5 days ago
2.1
20
Factorio: Space Age Icon Space Age Mod
Planets

Changelog

Version: 1.0.1
Date: 2026-08-09
  Bugfixes:
    - A team that had landed but whose planet was not unlocked could not start a space platform
      in its own orbit, and so could never reach space science or unify. The home planet is now
      re-checked whenever a member arrives and on every mod update, instead of being unlocked
      once when the root technology was granted. Affected saves repair themselves on load.
    - Team forces of planets that have already unified are no longer recreated on mod updates,
      which used to leave an empty ghost force behind each time.
Version: 1.0.0
Date: 2026-08-04
  Major Features:
    - The mod can now be added to a save that was started without it. On first load it detects
      an already-played game and converts it: every technology the default force had is copied
      to all four teams and the unified force, the thruster and planet-discovery technologies
      are un-researched everywhere so they must be re-earned, each team is granted its root
      technology and its planet, every building on a planet is handed to that planet's team,
      and players are moved onto the team for the surface they are standing on.
    - Space platforms cannot be converted: LuaSpacePlatform.force is read-only and merge_forces
      cannot take the built-in player force as its source. They are left on the starting force
      and reported in chat rather than half-moved; remote.call("all-planet-start",
      "migration_delete_orphan_platforms") removes them if you would rather rebuild.
  Info:
    - First release.
    - The mod is now named "all-planet-start" (it was "planet-teams" during development). A save
      made under the old name will not carry its mod state across: the forces survive, because
      they live in the map rather than in mod storage, but the mod re-initialises and prints its
      added-to-an-existing-game warning. Start a new game for 1.0.0.
    - The internal locale category, the remote interface and the hidden unification technology
      were renamed to match. The four root technologies (start-nauvis and friends) and the
      pt-* mod settings keep their names.
Version: 0.1.4
Date: 2026-08-04
  Bugfixes:
    - Fixed a crash when joining a team from the lobby. The empty-player-state check read
      crafting_queue_size off the player, which raises "No crafting queue." on a spectator.
      The crafting queue is now read from the character entity, which always has one.
    - Fixed a second crash on the same path: creating a character for a player arriving from
      the lobby called set_controller while the player was still on another surface, which
      raises "LuaEntity belongs to surface X but ... Y was expected". The player is now moved
      to the destination first.
Version: 0.1.3
Date: 2026-08-04
  Bugfixes:
    - Planet reset works again. It used game.delete_surface, which the engine refuses for the
      primary surface ("Currently the primary surface (1, 'nauvis') cannot be deleted"), so a
      Nauvis reset silently did nothing and left the players stranded. Resets now reseed and
      clear the surface in place, which works uniformly on all four planets.
    - A reset that does not get its event back now finishes anyway instead of abandoning the
      players parked off-world.
  Features:
    - Players who have not picked a team are now spectators in a lobby on Nauvis. They have no
      character and no inventory, so there is nothing to empty before choosing a team and
      nothing to grief the surface with. A character is created for them on arrival.
    - Nauvis offers "Reset aliens" instead of "Reset planet": kills every loaded enemy and
      enemy base on the planet and resets its evolution, leaving terrain, resources and your
      own buildings alone. The other three planets keep the full reset.
  Balance Changes:
    - Time-based enemy evolution is off by default. Pollution and spawner-kill evolution are
      untouched. Applied once, so changing it yourself afterwards sticks.
    - Enemy expansion no longer builds bases on a planet with no connected players.
Version: 0.1.2
Date: 2026-08-04
  Features:
    - Joining a team now grants a per-planet starting kit, once per player per planet. Based on
      the vanilla freeplay kit, minus wood off Nauvis and minus the pistol and ammo on Fulgora,
      which has no hostile natives. Rejoining a team you have already been on grants nothing,
      so hopping back and forth cannot farm kits.
  Changes:
    - Author is now Chambior.
Version: 0.1.1
Date: 2026-08-04
  Bugfixes:
    - Fixed a load error: the hidden root technologies fed the planets' 64px item icons to a
      helper that hard-codes icon_size = 256, which failed atlas construction.
    - Players no longer spawn holding the freeplay starting kit, which made it impossible to
      pick a team. created_items and respawn_items are now cleared alongside the crash site,
      and any items a lobby player is given anyway are removed shortly after they spawn.
    - The empty-player-state check now reads the player's physical character instead of their
      current controller. Being in remote view no longer lets a player switch teams while
      carrying a full inventory. Switching teams while dead is refused.
    - Planet reset now actually regenerates the surface: on_surface_deleted reports
      surface_index, not a surface name, so the handler never matched.
    - Worked around a Factorio 2.1.12 engine crash on unification. Merging a force that owned
      a space platform whose hub had "request missing construction materials" enabled caused an
      access violation in SpacePlatformHub::setForce while the force was being deleted. The
      setting is now released before the merge and restored on the transferred hubs a second
      afterwards.
  Balance Changes:
    - Small asteroids are now cleared from a non-unified team's platforms as well, so a
      pre-unification orbit needs no defences at all. Asteroids are killed rather than deleted
      by default, so they still break down into collectible chunks.
    - Asteroid sweep interval default lowered from 120 to 60 ticks.
Version: 0.1.0
Date: 2026-08-03
  Major Features:
    - Four planet teams (Nauvis, Vulcanus, Fulgora, Gleba) as native forces, plus a shared
      team-unified force. All player forces are permanently cease-fire and friend.
    - Team selection GUI (mod-gui button) and /team command. Joining or switching requires a
      completely empty player state; nothing is ever auto-cleared.
    - Hidden per-planet root technologies, granted the first time a team member stands on the
      team's planet, carrying that planet's bootstrap recipes.
    - Each planet's local technology branch is rerooted onto its root technology; other teams
      cannot see or research it.
    - planet-discovery-nauvis added; every discovery technology now requires its planet's own
      science pack and costs one of it.
    - Researching a discovery technology unions the team's research into team-unified and
      merges the force into it.
    - Thrusters gated behind unification, so a separate team can build stationary orbital
      platforms and farm space science but cannot leave orbit.
    - Medium and larger asteroids are cleared from non-unified teams' space platforms.
    - Planet reset by team vote: terrain and enemies only, technology and orbital platforms kept.
  Balance Changes:
    - oil-processing is now a normal 100-pack technology instead of a "mine crude oil" trigger.
    - electronics now triggers on crafting 10 iron gear wheels instead of 10 copper plates.
    - The freeplay crash site and intro cutscene are disabled.