SECOND ROUND OF REWORKS COMING.
I put the mod in with a beta/alpha title because I wanted to be sure that you know what you get into. The test data I got from you so far will be reintegrated into the mod, and it will cause major (and necessary) changes. This will entail some buffs, nerfs and the removal of a few chains that we deemed redundant/unneeded, together with a few new systems that I did not plan on putting here originally.
I did want to lock down more of the mod, but it will be done to make it better and more cohesive then it is now. I don't want to leave it in a worse state then it could be in.
Unique content and compatibility won't be removed.
I'll try to ensure that you won't need to reset surfaces to gain access to materials, but I also don't have a real guarantee. I do apologize for this.
I may push out the update piece by piece,the balance will change and may come out as incomplete for a bit. It won't be unplayable, by the time you get here you also have all the tools you may need to deal with it.
WHEN UPDATING FROM 0.10.0:
Lemures world generation got updated, now features small lakes as a source of water. You need to regenerate the surface to get the new generation. This is the same safeguard that vanilla factorio has to not break 1.0 nauvis surfaces.
I did remove some of the leftover recipes that you need to use the old generation.
There are at least two mods out there that break mine, but I do not know which ones. The symptoms:
- Cold biters stop dropping glands
- Dea Dia can not be landed on, the transitions break. Does not appear in most of my tests.
Adds a second smaller solar system to factorio.
The star
A small withe dwarf, still has a few million years to fully cool down.
The space platform you need to reach the system can't be a normal one that you are used to. There is one thing you don't have access to on the way here, so you'll have to build one specifically for this ride.
Planet Dea Dia
A resource rich gas giant that most objects in the system orbit around.
- Build on platforms suspended on top of convection currents
- only gas/liquid resources to mine
- Dedicated bot chargers from Robocharger updated
- lex's aircraft integrated for logistics. (this mod is normally OP, being here gives it some balance and a dedicated usecase)
- an entire crafting chain that I'll let you discover yourself
- if the solar array wings mod is installed, it will move to dea dia as an aerospace technology.
Status:
- crafting chain finished
- the way you land needs to be refined, I get reports that it is unintuitive. No, you don't need the editor mode to play the surface, everything is available from the start.
Prosephina
A warmer planet, close to the star. Its shallow seas are home to primitive life, most of the raw materials are tied up in the dirt covering its surface.
The development stages of life suggests artificial seeding.
Technologies:
- A machine with engine productivity
- Greenhouses
- insulated pipes that won't freeze in the cold
- huge power poles
- thorium as an alternative nuclear path
- an additional tier of belt stacking
Status:
- visual aesthetic needs to be updated.
Lemures
A Frozen planet that still has some tidal heating from the gas giant and the star. While cold, patches of lava still dot the surface.
Home to the cold biters, pollution is enabled.
Cord biters are set to only exist here, this is a design choice to give them a place where they can be a unique enemy faction.
Technologies:
- lava based heating
- alternative lava processing
- a new lab
- everything from the cold biters mod
- a burner assembler that does not freeze
- SA atomic tank for combat, if present.
Status:
- core finalized, may receive recipe chain tweaks.
Vanilla:
- If you add it to an existing save, this mod will put you back into the "mid game", as it includes it's science packs on the promethium research. This is done to make you set up interstellar logistics to ship all the science back to nauvis, mirroring what the DLC wants you to do. That research is not essential for you to play. I know it is a little annoying, but I have nothing better for it. Most modded prometheum research already seems to just pick up all sciences by default.
- Will also follow Castra's path and add more materials to the promethium science pack.
How I intend this to be played. This is just what I was designing around, at the end of the day you do you. Feel free to ignore this.
- Don't add mods that only add alternative recipes. This mod adds some that are designed around the new planets.
- Don't add mods that add more recipes to the DLC machines. I add some of those to mine, and it may break things.
- Mods that modify surface conditions on machines/recipes may also give unintended results.
- Any mods that alter how quality works on labs, especially with science drain. The thermodynamics lab's unique feature is that the science drain is affected by its quality.
- There is a lot content that works on aquillo, it may work as an overhaul for that planet by proxy.
- Anything affecting quality other than maraxsis or corrundum may also break my design. I was building with those two in mind.
- The SA atomic tank is a part of the intended experience, but marked as optional because you don't need it. (too many vehicles from other mods)
- The solar array wings is a part of the intended experience, but marked as optional because you don't need it.
- This mod has a partial overlap with Canned Fish, we have different ideas for what it should be. (both mods are compatible with More Fish)
- "Spoilage solution" or any other mod that tries to make you play gleba as if it was Nauvis. This one also overlaps with some of my items, and the only thing it does not add are my bacteria cans. You also only "need" any of those if you did not figure out how gleba wants to think yet. Getting a steady stream of 80-90%+ agricultural science is surprisingly easy once you let go of Nauvis. 70%+ by the time it gets to the labs is a piece of cake.
- I expect that you have "cold planet support" from Cerys and Frozeta. I do not have any kind of overlap with those mods, we all add some pieces to the gameplay of iceballs.
I try to ensure that everything in the mod is useful for something, even if only locally.
Compatibility:
- Full Lignumis compatibility, the science packs won't appear in technologies where it would interfere with progress
- With Maraxsis, I reset the biolab's surface conditions so that it can not be used on the same surfaces as the thermodynamic lab.
- All fishes from More Fish can be canned. I find the pufferfish amusing.
- Cold biters won't spawn on Lemures with Enemy Race Manager. This degradation prevents the game from crashing.
- Secretas enables a t4 version for the station keeping module.
Credits:
- Hurricane for all machine assets
- malcolmriley for his unused renders
- the krastorio 2 devs for releasing their assets for use, some machines use textures from there.
- thesixthroc, and other foundry members for their help
- notnotmelon, and xorimuth for their help
- the factorio discord for their assistance
- AnotherZack for the stationkeeping module textures.
- JackDragon for the air pump's texture, originally from the Simple Air Cleaner mod.
Dea Dia's music from: https://freemusicarchive.org/music/aldous-ichnite/cryo-sleep-nightmares
Lemures's music from:
fatal conflict by curha
https://freemusicarchive.org/music/Curha/Le_EP/Fatal_Conflict_1083/
joe shuemaker, ice is breaking stuck somewhere between dream and reality
https://freemusicarchive.org/music/jon-shuemaker/stuck-somewhere-between-dream-reality
Prosephina's Music by holizonacc0 https://freemusicarchive.org/music/holiznacc0/