Astroponics


Adds a garden for you to grow wood in space!

Content
20 hours ago
2.0
38
Factorio: Space Age Icon Space Age Mod
Environment Fluids Manufacturing

i request to make a modified version

7 hours ago

this mod seems like it would fit with AAI industry at first, but the tech tree feels weird without your early ag tower mod that i prefer not to have because i feel breaks the progression. but i see why it would fit with your other mods. so would you mind if i make a modified version of this mod that gives you credit for the original? or an expansion to this mod that requires astroponics?

also it would be neat if this mod would allow (slowly) growing yumako and jellynut after cryogenic or promethium science to make biochambers more useful on other planets, but perhaps that would fit better in the scope of the modified version or expansion i hope to make.

7 hours ago

May I ask what changes you'd like? I'd be more than happy if you were to create a mod that modifies the content of this mod (e.g. makes it so you can use Astroponics on the ground). But also I could add settings to let you tweak content if it's within reason of the intent. As you mentioned, this is absolutely designed to pair with early agriculture. But I could add a setting to add an early-game greenhouse with a simpler recipe for growing wood, if that'd work for you!

I'd prefer to avoid a fork that's a different version of the mod, since that can be confusing for discoverability, but if you can't make the changes without doing so, feel free to.

And yes, I've been considering adding a setting to allow growing other plants in space. I didn't include it at first because I didn't want to make Gleba obsolete in terms of exporting its agricultural products, and also Quality Seeds adds that end-game!

6 hours ago

the first thing i would request is a setting to re-add the agricultural-towers-grow-trees research and make the astroponics research require the agricultural-towers-grow-trees research to feel like the player is progressing by researching things (and to stay consistent with how biological research needs agricultural science packs). maybe it could also require production science packs if this setting is enabled.

also significantly increasing the crafting time may be best if you are going to create a recipe to allow biodomes to make gleban products on other planets. this is so imported plants stay competitive.

currently agricultural towers make (50(0 to 48)/605) or (0 to 8) per yumako or jellynut per second if all tiles are ideal, so to compete, any biodome should make, i would argue, 1 every 6 seconds like a singular tree, and maybe need jellynut or yumako soil made from some new recipe.

but making biodomes placeable on all planets sounds great! especially if you could bar it behind some research on aquilio to force people to play with the normal basebuilding mechanics on all the planets, such as crude coal liquefaction on volcanus or dropping-raw-materials-from-space on aquilio before they can switch to biological sources of everything.

6 hours ago
(updated 6 hours ago)

but now that i look at it, it is kind of similar to quality seeds' late game stuff

6 hours ago

Cool, cheers! Yeah I was going to say that it does most of what you're wanting, I think that's a better mod for your purposes. Glad I could help!

6 hours ago
(updated 6 hours ago)

I may implement some of these ideas anyway to make the mod more flexible. Also reached out to Lord Miguel about how our mods are evolving to do similar things, so we'll see what comes from that

New response