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.

Tweaks
2 hours ago
2.0
5
Owner:
V1irus
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
a day ago
Latest Version:
0.5.3 (2 hours ago)
Factorio version:
2.0
Downloaded by:
5 users

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

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

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 want 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 a circuit is something you can make 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.

Vulcanus

Water by condensing steam, lubricant straight from mineral oil, and lead, tin and fluorite out of lava.

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

Fluorite is CaF₂, so the calcite in that one is the calcium, not flux. 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-epoxy (FR-4). The electronic circuit, the basic circuit board and the circuit board all get a Vulcanus version built on it.

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 wants raw wood and resin, and Gleba has no coal or oil, so plastic and oil resin are both out. 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

Almost fine as it is, 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.

Aquilo

Nothing. I checked. 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.

How the recipes behave

Anything with a missing prototype gets skipped and logged with an [abpr] tag instead of crashing your 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.