Complete Angel's and Bob's Space Age integration with extra planets: Planetaris-arig, Planetaris-hyarion, Paracelsin, Maraxsis and Moon of Nauvis Muluna.
Large total conversion mods.
New places to build more factories.
Transportation of the player, be it vehicles or teleporters.
Augmented or new ways of transporting materials - belts, inserters, pipes!
Trains are great, but what if they could do even more?
New ways to deal with enemies, be it attack or defense.
Armors or armor equipment.
Changes to the player's in-game appearance.
Changes to enemies or entirely new enemies to deal with.
Map generation and terrain modification.
New Ores and resources as well as machines.
Things related to oil and other fluids.
Related to roboports and logistic robots.
Entities which interact with the circuit network.
Furnaces, assembling machines, production chains.
Changes to power production and distribution.
More than just chests.
Hi, I noticed that you marked Fulgora as 'Completed Fulgora progression', but I would like to point out that if the goal is to make it a self-sufficient planet capable of launching a rocket independently—without relying on space platform support or Nauvis—I believe there are still some adjustments needed. I have conducted a detailed analysis of Fulgora and the necessary changes to achieve this without relying on 'Universal Sludge fallback'.
Recycler Recipe: It is recommended to adjust the Recycler recipe to use Advanced Circuits (Red) instead of Processing Units (blue). This would allow players to initiate the recycling loop using materials that are actually obtainable from scrap.
Silicon Wafer → Silicon Powder: I suggest adding a recycling recipe to convert Silicon Wafers into Silicon Powder, as this serves as the essential link for producing Cement, Glass Mixture, and Silicon Nitride.
Wooden Boards → Wood: It would be beneficial to add a recycling recipe to recover Wood from Wooden Boards. This is critical for crafting Rails, Basic Underground Belts, and Splitters, and to be able to get wood natively to Fulgora.
Tin Wire vs. Gold Wire Swap: I recommend replacing Tin Wire with Gold Wire in the scrap pool. Since Tin Wire can already be obtained by breaking down Basic Electronic Components, adding Gold Wire would better support the production of Integrated Circuits and Processing Units.
Low Density Structures: Please remove plastic and add Low Density Structures back to the scrap pool. Low Density Structures would be the only easily obtainable Rocket Part component for the rocket, but their recycling recipe is also highly valuable, as it grants access to Plastic (transistors provides plastic too) and Titanium, enabling the local manufacture of Titanium Pipes and the plastic needed for Integrated Circuits. Furthermore, aluminum isn't required for the rocket itself, but rather for Tier 3 recipes and the transport and production science packs.
Bronze Integration: I suggest including Bronze (or Bronze Pipes) in the scrap pool. This is critical for building Tier 2 machines (like the Powder Mixer) without needing to navigate to Universal Sludge fallback.
The current hurdles for Superior Circuit Boards are Ferric Chloride Solution and Fibreglass Board:
All liquid resin recipes uses catlyst, provas https://streamable.com/he6wvt
Proposal: Add a Fulgora-only recipe to use resin to produce Liquid Resin in a Liquefier but I also worry that this might end up making it too easy.
Ferric Chloride requires Iron Ore So Adding Iron Ore to the scrap pool is a viable solution, but there might be better options.
Glass Fiber Chain: The standard chain requires Silicon Powder (which could be sourced from Silicon Wafers), then Glass mixture, then molten glass and finally Glass Fiber in a Strand Casting Machine 2. The issue here is that the Strand Casting Machine 2 requires BRASS.
Recommendation: While adding Brass to the scrap pool might be considered powerful, it would resolve multiple dependencies at once. However, a more practical intermediate solution would be to add a "Fulgora-only" recipe to produce Glass Fiber from Glass using the Strand Casting Machine 1. This would allow players to progress without immediately needing Tier 3 machines, though it would still require Bronze to build the necessary infrastructure.
To solve late-game bottlenecks (Invar, Brass, Heat Shielding) without requiring Nauvis imports, I propose a new "Ore Aggregate" mechanic as a high-tier scrap output. This system creates a progressive, self-contained unlock chain that mirrors Angel’s complexity.
The Chain of Progression (Copper, Tin, Zinc, Silicon, Iron, Nickel):
Phase 1 (Bronze Base): The crushed aggregate initially provides Copper and Tin. This allows for the production of Bronze. Once Bronze is available, the player gains access to the Flotation Cell to process further chunks.
Phase 2 (Expansion & Byproducts): Processing chunks with Bronze releases Zinc and Silicon as primary outputs, with Nitric Waste as a byproduct. Combining Copper and Zinc enables Brass production, while Silicon enables the creation of Silicon Powder (necessary for Cement, Concrete, Silicon Nitride, and Glass Fiber). The Nitric Waste can then be processed into Nitric Acid.
Phase 3 (Refinement & Iron): By using Bronze and Nitric Acid in a Leaching Plant, the player converts chunks into Crystals. This process unlocks the extraction of Iron, which is the critical prerequisite for Ferric Chloride Solution.
Phase 4 (Late-Game Access): With Iron secured, the chain allows for the processing of a secondary Ore Aggregate to obtain Gold. This enables Gold Wire production, essential for Processing Units. Finally, using these Processing Units to upgrade to the Ore Refinery allows for the extraction of Nickel, the final component required for Invar.
The Impact: This creates a meaningful "tech-up" journey. Instead of simply being given plates, the player must build the infrastructure to refine the aggregate through these successive stages. It effectively closes the loop for Tier 3+ infrastructure and Rocket Parts using the game's existing mechanics.
Compatibility Note: This "Ore Aggregate" is an alternative to direct scrap injection. While direct injection (adding plates) is a simple fix for existing saves, the Ore Aggregate approach is significantly more consistent with Angel's gameplay. Because this is implemented as a scrap output rather than a world-generation feature, it avoids the technical complexities of modifying resource distribution, making it a highly compatible addition for all save states.
The most significant hurdle to complete self-sufficiency is the production of Rocket Fuel. To resolve this while maintaining the spirit of Angel’s complexity, I propose a secondary "Catalyst Ore Aggregate" to enable nitrogen synthesis and high-tier components.
The Rocket Fuel Challenge: Standard nitrogen synthesis relies on specific catalysts (Green/Aluminum-Silver, Blue/Titanium-Gold, and Yellow/Tungsten-Platinum). Replicating these in Fulgora is impossible under current constraints.
The Proposal (Catalyst Ore Aggregate): A specialized aggregate yielding: Aluminum, Silver, Titanium, Gold, Tungsten, and Platinum.
The Chain of Progression
Phase 1 (Light Metals): Extraction of Aluminum and Silver. Aluminum serves as the core material for Tier 3 Machines.
Phase 2 (Heavy & Precious Metals): Extraction of Titanium and Gold. Titanium is used for Titanium Pipes and Tier 4 Machines, while Gold is refined into Gold Wire for Processing Units.
Phase 3 (High-Temp Materials): Extraction of Tungsten. Tungsten is required for the Sintering Oven 1, which allows for the creation of Heat Shielding Tiles.
Phase 4 (Advanced Logic): Extraction of Platinum. Platinum is used in the production of CPUs and Advanced Processing Units, finalizing the logic chain required for endgame components.
Proposed Balancing Paths
Option A: The Hybrid Path (Scrap-Heavy): Implement only the "Catalyst Ore Aggregate." In this scenario, Bronze, Brass, and Invar must be added directly to the scrap pool. This provides the foundational alloys needed to build the processing infrastructure immediately, while the aggregate focuses solely on the late-game bottleneck.
Option B: The Angel-Style Path (Aggregate-Heavy): Implement both the "Primary Ore Aggregate" and the "Catalyst Ore Aggregate." In this scenario, we remove Bronze, Brass, and Invar from the scrap pool entirely. The player must progress through the complete aggregate refinement chain to manufacture these alloys locally.
With the proposed additions of Bronze and Brass to the scrap pool, Fulgora moves significantly closer to full scientific autonomy. Here is the breakdown of science pack availability:
Transport & Production Science: By introducing Brass and Bronze via recycling, these science packs become fully craftable using native Fulgora resources, removing the dependency on "Universal Sludge" or Angel's ore processing.
Military Science: Since Fulgora lacks native enemies, the Military Science pack is less critical for survival. However, to maintain the option for completion, the primary hurdle is Coal for Firearm Magazines and Grenades. Given the absence of coal, I suggest implementing an alternative recipe for Grenades that utilizes locally sourced Carbon/Charcoal, allowing players to finish the tech tree if they choose.
Utility Science: This is nearly achievable under the current recommendations. The remaining bottleneck is the Silver-Zinc Battery, which requires the Nitric Acid chain and Zinc.
Recommendation: I suggest slightly increasing the spawn weight of standard batteries in the scrap pool and adding a rare (1% or less) drop rate for Silver-Zinc Batteries. This maintains the "scavenger" feel of Fulgora while ensuring that the critical path to Utility Science remains open without requiring external imports.
Final Progression Path:
With these modifications, a "Fulgora Start" becomes a viable and cohesive experience. Players would have the tools to research the necessary technologies to reach the rocket stage. For the Firearm Magazine (Low Gravity) recipe, the player could utilize the space platform to send the recipe down to the surface, leaving only the grenade production (which can be solved with an alternative recipe) as the final step.
This creates a rewarding loop where the player starts with basic recycling and builds a sophisticated infrastructure capable of launching a rocket—all within the constraints of Fulgora’s unique environment.
Thank you for all the feedback, I will work my way through this over the weekend as there is a lot to digest and look into coding etc.
So these are my current plans for fulgora changes:
Scrap pool:
- replace tin wire with gold wire
- remove direct plastic
- add low-density structure back at low chance
- add bronze or bronze pipe at low chance
- do not add high-tier boards/modules/science directly
Long-term route:
- scrap washing -> Fulgora ore composite
- ore composite separation -> copper, tin, zinc, silicon, iron, nickel + nitric waste/acid
resin -> liquid resin, Fulgora-only, in Liquefier, balanced with naphtha/steam
glass -> glass fibre, Fulgora-only, using Strand Casting Machine 1
ore composite iron route -> ferric chloride support
naphtha/fuel oil -> mineral oil/lubricant
superior circuit audit.
That sounds like an incredible roadmap! It perfectly aligns with what makes Angel’s gameplay so rewarding: solving the infrastructure puzzle.
I’d like to point out a few things based on the plan you shared:
On Progression Synergies:
Since you are adding Zinc and the Nitric Acid chain (via the Composite), Brass will naturally become accessible. This means the Strand Casting Machine 2 becomes craftable, and consequently, the Zinc-Silver battery for Utility Science becomes reachable. You’ve effectively solved the entire tech tree with these additions!
The Wood Bottleneck:
For full self-sufficiency (especially for Rails, Basic Underground Belts, and Splitters), we still need access to Wood. My primary suggestion is to add a recycling recipe for Wooden Boards to recover Wood. However, if you'd prefer not to introduce Wood to Fulgora, would it be possible to add 'Fulgora-only' recipes for these basic items that use alternative local materials instead?
Rocket Fuel & Catalysts:
I noticed you didn't mention the catalyst issue for Rocket Fuel. Since you are introducing Naphtha/Fuel Oil/Lubricant support, perhaps we can use those as inputs for a Fulgora-specific rocket propellant? Instead of relying on Nauvis-tier catalysts, we could create a Fulgora propellant using Naphtha, Holmium Solution or Electrolyte. to keeps locally sustainable.
A Quick Personal Note:
Regardless of the technical side, I’m genuinely enjoying this collaboration. I want to be honest and say that I’ve been feeling a bit worried about whether I’m actually being helpful or just making too many requests—essentially trying to 'mold the mod to my own taste'—and I certainly don't want to overcomplicate things or block your creative process. I really enjoy helping, but please remember that your vision for the mod comes first. If you ever feel like keeping certain aspects exactly as you originally envisioned, please feel free to do so!
I’m very excited to see how this evolves. Keep up the great work and stay cool during the heatwave!
So I have gone through all of this and hopefully implemented some suggestions that you have given and also changed a few things, the changelog has a few more details for this all.