Even More Planets deprecated


"All the Planets" didn't have enough for me. Depending on things, I wanna make an as-many-planets-as-possible pack with like. real balancing

Mod packs
a month ago
2.0
12
Planets Logistics Environment

g Caution Game Limitation

a month ago

Enable all planets mod doesn't truly enable all planets because of a limitation with the game and it's 55 collision layer limits. This can be tracked on Enable All Planet's discussion:

https://mods.factorio.com/mod/kry-all-planet-mods/discussion/69dbfef4442f49476b7afb0a

a month ago
(updated a month ago)

It looks like the biggest difference between this one and Enable All Planets is that this one still requires Metal and Stars (which currently needs a manual patch/download of an older version to get working with its own dependency), and also has all of rjdunlap's planet mods, most of which are simple remixes of two pre-existing vanilla planets (and were generally made to be used instead of, rather than in addition to, those vanilla planets)

Also for some reason, this mod lists a required dependency on most (if not all) of the required dependencies for the planets themselves, which makes very little sense and must have taken a lot of unnecessary effort, since enabling the planet through another mod already enables all of that planet's dependencies (basically, they don't need to be listed twice)

As far as I can tell (just from the modlist), none of the new additions add any new collision layers, but I haven't actually been able to test this yet. Theoretically, the only reason this wouldn't run after a one-click download, is the Metal and Stars dependency issue

EDIT: Funnily enough, I was going to bring up the potential tile-effect limit that my mod circumvents (by reducing the number of tile effects when necessary), but I just realized this mod also has my own mod listed as a required dependency.

This somehow makes even less sense to me, because they could easily reduce the number of lines in their info.json (and the amount of work they had to put in) by only listing my mod + Metal and Stars + rjdunlap's planet mods, instead of listing each and every single dependency

a month ago

Thanks Kry for all your effort you put in managing x-compatability between planets. Nearing 80% completion of the active planets right now on my run through enable all planets mod. Finishing Pelagos now so that I can get to Aquilo.

a month ago
(updated a month ago)

yeah no this was zero effort. i made this to hand to a friend and woke up today like "I should. Rethink this." didn't even know rjdunlap's mods were like that.
I'll take a closer look at everything, certainly cull the modlist, and uhm. think critically, thank you two for looking at this

a month ago
(updated a month ago)

And also, if I were to put significantly more effort into this, would it be possible to consolidate other mods' collision layers?

a month ago
(updated a month ago)

Honestly, this feels like every so slightly more than zero effort, because the absolute minimum effort would have just been to do:

| listing my mod + Metal and Stars + rjdunlap's planet mods, instead of listing each and every single dependency

i.e. just listing my mod plus whatever planet mods were missing. Listing every single dependency for every single planet seems like it should have taken so much more time and effort by comparison.

| would it be possible to consolidate other mods' collision layers?

Unfortunately, regarding the collision layer limit, it's not exactly feasible without an insane amount of effort (compared to circumventing the tile effect limit), since each mod uses collision layers in different ways and for different reasons that may or may not be easily collapsed.

The tile-effect limit was easier to work around, because tile-effects are entirely visual, and only affect how a planet looks, rather than being a functional part of the planet (which is how collision layers are used). Many of them could be collapsed without losing too much of the planet's visual appeal (though if necessary, even more can be collapsed; there are some comparison shots of my testing with Gleba on the Foundry discord)

In case you want more information about collision layers, outside of this thread that was previously mentioned for tracking the individual count between planets, you can also check the Foundry discord for more information about attempts to collapse the collision layer count.

| Thanks Kry for all your effort you put in managing x-compatability between planets

Always happy to help! Glad you've been enjoying it; that is some incredible progress!

Though Enable All Planets itself doesn't feature too much in the way of intercompatibility fixes; most of my efforts in that regard are reserved for Redrawn Space Compatibility, in case you've been using that one

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