Angel's/Bob's Planet Routes

by V1irus

Angel's and Bob's route every basic intermediate through the full Nauvis chain, and Space Age's planet recipes need exactly those. This adds local ways to get the missing pieces from what each planet actually has. Numbers are taken from real extraction chemistry. On Aquilo it fixes the freezing instead, which never applied to modded entities.

Overhaul
4 days ago
2.0
58
Fluids Manufacturing
Owner:
V1irus
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
a month ago
Latest Version:
0.6.0 (4 days ago)
Factorio version:
2.0
Downloaded by:
58 users

This mod adds planet-local recipes for the intermediates Angel's and Bob's lock behind Nauvis ores.

Angel's and Bob's predate Space Age by years and neither one knows the planets exist. I assumed that meant they had fundamentally broken the planets. They haven't.

Search both mod sets for Space Age content and you get almost nothing back. Scrap, spoilage, yumako, bioflux, fluoroketone, superconductors, quantum processors: zero hits.

The damage is a level below that. Space Age recipes constantly call for ordinary things. Steel plate, processing units, carbon, electronic circuits, plastic, concrete. Angel's and Bob's rewrote all of it to run through the full Nauvis chain. Space Age assumes circuits are something you can build anywhere. In Angel's a circuit needs a wooden board and solder, solder needs tin and lead ingots, and those ores only spawn on Nauvis.

So this isn't really three separate planet problems. Most of it comes down to the same few bottlenecks, and that's what this mod fixes.

Vulcanus

Water by condensing steam, lubricant straight from mineral oil, and lead, tin, nickel, alumina and fluorite out of lava. Copper powder out of the molten copper that's already there.

The lava recipes are just Space Age's own molten iron from lava recipe with a different output. 500 lava, calcite for flux, foundry, 16 seconds, stone as slag. I only changed the yield, and the yield comes from geology. Basalt is roughly 8% iron, which is why the vanilla recipe hands you 250 molten iron. Lead is only around 5 ppm and tin around 1 ppm, so I kept the output pretty low. And that's actually where you'd get them in a real smelter anyway: slag and flue dust.

Nickel is around 130 ppm, so that one gets six a batch. It's in there because tungsten plate needs it: Angel's casting powder is tungsten powder plus cobalt or nickel, and bobores hides cobalt ore when Angel's is loaded. Alumina isn't a trace at all, it's 14-16% of the rock, so that one gives a real amount.

Fluorite is two steps now. Fluorine almost never occurs free in nature, it sits in rock as fluoride, and what a volcano does with it is gasses it out as HF. So the melt gets degassed first, 500 lava to 100 volcanic gas in the foundry, and then the gas gets scrubbed with calcite in a chemical plant. Fluorite is CaF₂, so the calcite in that one is the calcium, not flux, which is why it takes so much of it. Volcanic HF hitting limestone is how fluorite deposits form in the first place.

Circuit boards were the other thing. Nothing grows here, so Vulcanus gets a ceramic board instead: sintered alumina, out of the same lava as everything else. Basalt is 14-16% alumina, and alumina ceramic is genuinely what power and RF electronics sit on when heat would delaminate glass or epoxy. The electronic circuit, the basic circuit board and the circuit board all get a Vulcanus version built on it.

Copper powder is the same story as the boards. Bob's copper-tungsten alloy is made of copper plate, which Vulcanus has plenty of, until Angel's takes the plate out and asks for its own powder instead, and that powder only comes off an ingot. So the melt gets atomised: molten copper past high pressure water jets, quenched before the droplets run back together. That's how copper powder is really made, and you only need the ingot step if the metal turned up solid. A batch is ten plates' worth of molten copper for eight powder, and the missing fifth is what atomising loses to the size cut.

Gleba

Space Age already lets you grow iron and copper here with the metal bacteria, so you ought to be able to build circuits, too. Yumako fibre gets pressed into board, same idea as MDF from straw. Lead and tin get bioleached out of plain stone. Bioleaching low grade rock with Acidithiobacillus is a real industry, and it's close enough to the vanilla bacteria that it doesn't feel bolted on.

Advanced circuits were the awkward one. They run through the phenolic board, which needs raw wood and resin, and Gleba has neither coal nor oil, so plastic and oil resin are both out. As it turns out, FR-2, the cheap old circuit board, is phenolic resin on paper. Cellulose plus resin, both plant products, which is exactly what this planet has. So resin gets tapped from bioflux and the board gets pressed from yumako pulp, and the whole line is plants.

Fulgora

This one was almost fine already, because scrap hands you finished items instead of making you craft them. Circuits are the exception again. So: desolder scrap for tin and lead, salvage it for board substrate.

These are the most generous recipes in the mod and I'm not sorry about it. E-waste is the biggest secondary source of tin and lead we have, old boards run 1-4% tin by weight, and Fulgora is an entire planet of dead circuit boards. Solder should be easy to find there.

The catalysts were the other one, and I missed them. Fulgoraran seas are oil, so I assumed plastic was local and built the fibreglass board on that. Every route from Angel's naphtha to a plastic bar runs through a metal catalyst, Angel's builds each of those out of two ores, and Fulgora has no ore. Plastic isn't quite absent: bobrevamp leaves the five plastic bars in the low density structure, scrap drops LDS at 1%, and recycling returns a quarter of the recipe, so about a bar per eighty scrap. That's a trickle, not a supply.

The metal for the catalysts is on the planet, it's just already refined. Iron plate and copper cable for red, aluminium plate and an advanced circuit for green, titanium plate and a battery for blue. All six come off the scrap belt. The aluminium and titanium come out of recycled LDS, because bobrevamp builds the structure from both: five aluminium per structure, and a titanium every second one. Silver and cobalt are the tin and lead argument again, e-waste is the biggest secondary source of both. One each per ten catalysts, same as Nauvis pays in ore. Red is the one that opens plastic, naphtha and steam straight to propene, and it costs nothing but plate and cable. Green and blue are the other two routes to the same bar, and nothing in any of the three needs plastic upstream, so none of them can deadlock on the thing they unlock. Yellow is left alone. It gates other chemistry rather than plastic and neither tungsten nor nickel has a carrier in the ruins. Both are in the pack anyway, tungsten native to Vulcanus and nickel from the lava recipe, so ship it in.

Aquilo

Still no recipes. Its whole native chain runs on Space Age recipes Angel's never touches, and it has no ore in vanilla either. It's meant to be an import colony.

But i found out that noting freezes on Aquilo.

Aquilo is a frozen world so the engine reads heating_energy off each entity. That defaults to 0, and 0 means it never freezes. Space Age never automates the assignment, it just names about sixty base prototypes one at a time and gives each one a number. Everything from every other mod stays at 0. In a pack this size that's nearly the whole base, so you can run an unheated Aquilo factory at full speed at -40.

So modded entities now get the heating their vanilla counterpart has. Assembler, furnace, lab, tank, drill 100kW, scaled up with the footprint to four times that at most. Belt 10, underground 25 per tile of reach, pipe 1, inserter 30, beacon 400, silo and roboport and radar 300, gun and laser turret 50.

Anything that already carries a value Is left alone, so the vanilla numbers stand and so does any mod that made its own call. Poles, chests, walls, accumulators, solar, lamps, rails and anything that makes heat rather than needing it stay unfrozen, same as vanilla. Burner furnaces too, a firebox is its own heat source, and flamethrower turrets for the same reason. Not if you need turrets here anyway, though.

How the recipes behave

Every recipe is locked to its planet by surface pressure, so none of it leaks back to Nauvis. No productivity, no recycling. They give ore rather than finished plate, so Angel's smelting still has to run.

If a prototype is missing, it's skipped and logged with an [abpr] tag instead of crashing the game.

One startup toggle per planet.

The rule I stuck to: give back what vanilla Space Age can do on a planet and Angel's takes away. Nothing past that.

Runs in data-final-fixes. Works alongside omniab-space-age-compat.