Angel's and Bob's Space Age Compatibility & Rebalance


Added Angel's and Bob's Space Age integration with extra planets balanced: Planetaris-arig, Planetaris-hyarion, Paracelsin, Maraxsis and Moon of Nauvis Muluna.

Overhaul
13 hours ago
2.0 - 2.1
4.65K
Planets Transportation Logistics Trains Combat Armor Character Enemies Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage

g Unnecessarily late logistic system

a month ago
(updated a month ago)

It feels weird that the logistic system tech (the one that gives blue/green/purple chests) has its science cost changed to red/blue/green/pink science (from red/green/blue/space in base space age), but has space platform (launch a starter pack) as a prerequisite. Together with the fact that rocket silo now needs yellow and purple science (for rocket fuel), this technology is kept rather late.
With Muluna, space science is much later than in base game, so it makes sense to change the required science pack, but that prerequisite keeps the tech much later than what looking at the required science packs suggests.

On a similar note, cliff explosives being on vulcanus feels very late as going into space is quite a longer endeavor than in base space age (as space science and the first ring of planets are only locked behind red/green/blue sciences), but this is more of a "it was quite late in SA if you cleared Nauvis before going to other planets but you could rush it" and now you don't have the option.

a month ago

For the logistics I have this as an option for now: https://mods.factorio.com/mod/easier-logistic-chests
I am currently working on a small overhaul with the logistics/logic components.

For cliff explosive I am aware that it is behind vulcanus, I am looking into better balancing for this, however I don't nauvis to become finish nauvis and no reason to travel for example.

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