Based Nauvis

by Crethor

Base Nauvis with some essential Space Age dripped in. Only Nauvis resources. Only Nauvis love.

Overhaul
a month ago
2.0
239

b Items from other mods not craftable

3 months ago

I didn't test it a lot but I know that items added from mods like "Electric Furnaces" and "Loaders modernized" are not craftable – I'm guessing tho that this applies to most mods that add content. Would be great, if you had time, if you could look into this.

Thanks in advance

3 months ago

Added support for those 2 mods!

The best approach for Based Nauvis is to hide any new techs, because most require some planet science pack or have other planet prerequisites.
Then, manually adjust them to their "correct" spot in the base tech tree. That way there isn't weird placement or research costs. It is fairly easy, the way I have it setup, to add in most techs from other mods.

Thanks for the report!

16 days ago

this issue seems to also occur with "text plates" and "artificial tree soil". all technologies from both of these mods seem to get removed when using this mod.

text plates add several new items, and technologies to unlock them, none of which use any space age features.

artificial tree soil adds a new item, with a recipe that is unlocked by the space age "artificial soil" trigger technology, which is triggered by crafting nutrients. the recipe also takes nutrients. with this mod enabled, the technology is removed, however the item/recipe still shows up in the factoriopedia; there it shows a recipe with the nutrient ingredient removed, and no technology to enable it.

mods used to test were: base 2.0.73, elevated rails 2.0.73, quality 2.0.73, space age 2.0.73, text plates 0.7.2, artificial tree soil 1.0.0, and this mod based nauvis 0.1.5.

i would like it if the hiding of new techs was toggleable; having it default to hiding them with no option to disable that behaviour, and thus needing to request manual adjustement from you, seems impractical for both you and players.

maybe for further granularity, have an option to only hide new techs that use science packs other than the ones in the base game? this would handle the text plates techs smoothly.

the artificial tree soil does still need manual intervention, since this mod removes nutrient and related content such as biochambers. if this is possible to do cleanly/scalably, i suggest adding tree soil as an item/recipe that's unlocked with based nauvis's tree growing technology, if artificial tree soil is active.

16 days ago

this mod erases the entire tech tree, full stop. then reloads the base tech tree from the factorio files. everything gets removed.

16 days ago

if you want to play nauvis only, a better option would be my other mod, "space is fake".

this mod was intended as a stripped down, nauvis only resources type mod.

16 days ago

oh, i see. thanks for the quick response.

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