Foliax (planet)

by Crethor

No mineable resources, only plant-based resource generation. Designed as an alternate start planet.

Content
2 days ago
2.0
605
Planets Mining Manufacturing

Changelog

Version: 0.2.7
  Changes:
    - Energy fluid (from promethium chain) now has fuel value of 3MJ.
    - Foliax plants now have three surface conditions that allow them to be planted on the inner vanilla planets.
  zNotes:
    - Some mods were adding surface conditions to foliax plants (factorissmo3), the surface conditions change will insure they can be built on foliax and other planets.
Version: 0.2.6
  Additions:
    - Foliax tech for radar.
Version: 0.2.5
  Changes:
    - Smelting machine added to "electronics-or-assembling" crafting category, so foliax solar panels and accumulators can be built early game.
Version: 0.2.4
  Changes:
    - Foliax solar panel, solar panel equipment and accumulator recipes are now "electronics-or-assembling" crafting category.
  Fluff:
    - Added descriptions to some technologies, to clarify their purpose.
Version: 0.2.3
  Changes:
    - Burner biolab quality science drain levels adjusted to (.9 > .75 > .6 > .5 > .4).
    - Adjusted weight of (burner) biolab, (b) assembling machine, (b) recycler, (b) agricultural tower and foliax solar panel to 33.33kg (30 per rocket).
    - Adjusted weight of all foliax seeds to 1kg (1000 per rocket).
    - Foundry added to smelter recipe category, as an upgraded building for many of foliax's basic recipes.
    - Adjusted all foliax "express" (belts/splitter/underground/aai loader) recipes to category "crafting-with-fluid-or-metallurgy".
    - Adjusted all foliax "fast"/base/basic (belts/splitter/underground/aai loader) recipes to category "pressing".
  zNotes:
    - Moved when burner biolab and aai loaders are created, so stack size adjust mod can modify them.
    - Renamed lua name for charged promethium chunk (migration added), so stack size adjust mod reads it as an asteroid.
Version: 0.2.2
  Removed:
    - Stack size settings.
  zNotes:
    - Removed built in stack size settings and added optional dependency for external mod "stack size adjust".
Version: 0.2.1
  Additions:
    - Foliax techs for aai-containers mod.
Version: 0.2.0
  Changes:
    - Changed mod thumbnail to planet icon.
    - Foliax orbit moved between nauvis and gleba, instead of sharing nauvis orbit.
    - Promethium biomass now spoils to coal in 4 hours.
    - Basic belts will no longer "spoil" when picked up, instead speed is reduced to 10 items per second.
    - Updated tooltips.
  Additions:
    - Star map image for foliax.
    - Foliax cliff factoriopedia render.
Version: 0.1.9
  Additions:
    - Six step production chain, involving all foliax resources, a new promethium tree and space resources, to produce promethium asteroid chunk.
Version: 0.1.8
  Additions:
    - Foliax lumberjack infinite tech that increases character mining speed.
  Removed:
    - Foliax steel axe tech.
  Changes:
    - Moved foliax jetpack tech behind armor and oil processing.
    - Separated selector combinator from foliax circuit network tech.
    - Moved foliax jetpack recipe to equipment row in foliax tab.
    - Foliax bars, circuits and scrap productivity infinite techs moved behind foliax space platform tech.
  zNotes:
    - Circuit network can now unlock significantly earlier.
    - Foliax bars, circuits and scrap productivity infinite techs don't require promethium and were moved up a tech.
    - Cleaned up technology file for mod.
Version: 0.1.7
  Changes:
    - Increased speed of foliax burner biolab to 1.5.
    - Reduced science pack drain of foliax burner biolab to 90%.
  Removed:
    - Surface conditions for foliax burner biolab.
    - Surface conditions for foliax burner agricultural tower.
    - Basic armor from foliax starts with armor setting disabled.
  Additions:
    - Setting for concrete like tiles removing decoratives when placed (enabled by default).
    - Setting for nauvis evolution reset and enemy removal on first nauvis visit (for non nauvis starts, enabled by default).
    - Setting for foliax burner biolabs quality to effect science pack drain (enabled by default).
  zNotes:
    - Legendary quality burner biolabs will have less science pack drain than base biolabs and be placeable on all surfaces.
Version: 0.1.6
  Migration:
    - Moved all graphics to foliax-two mod.
    - Removed dependency for foliax-three mod.
  Fixes:
    - Removed electromagnetic science pack technology from science experiment 1 technology prerequisites as the omega item is used to unlock triggers from base game tech tree.
Version: 0.1.5
  Fixes:
    - Bug with new "no-item" item and stack size setting corrected.
  Changes:
    - Set foliax's kovarex to allow productivity.
  Additions:
    - Non combat equipment added with foliax specific tech and recipes.
    - New foliax solar panel equipment, increased size and output.
Version: 0.1.4
  Additions:
    - Loader support added (AAI-Loaders) with foliax specific tech, recipe and specs.
  Fixes:
    - Fixed lab bug with Krastorio 2 Spaced Out.
    - Starting area will now be guaranteed buildable for at least 200 tiles.
Version: 0.1.2
  Changes:
    - Map generation and visual vibe overhaul.
Version: 0.1.1
  Fixes:
    - Runtime error when foliax isn't discovered corrected.
    - Foliax discovery logic corrected for base start or any planet start.
    - Foliax tab hidden until foliax is discovered.
    - Armor setting granted no matter the starting planet. Simple armor granted only on foliax starts when armor setting is disabled.
  Additions:
    - Steel axe tech added to foliax tree.
Version: 0.1.0
  Additions:
    - Created a technology chain to allow production of off world science packs on foliax.
  Removed:
    - Foliax asteroid productivity infinite tech.
  Changes:
    - Reduced cost of ammonia recipe.
    - Reduced time of fluorine recipe.
    - Reduced time of fluorine barrel recipe.
Version: 0.0.9
  Changes:
    - Evolution reset and enemies cleared on first visit to nauvis.
    - Restrict electronic circuit (non foliax recipe) crafted by machines on foliax.
Version: 0.0.8
  Compatibility:
    - Resurrected trees/rocks/decor that alien biomes murders, now foliax can generate with alien biomes active.
  Additions:
    - Omega item added, that will spawn off world entities for vanilla techs.
Version: 0.0.7
  Fixes:
    - Put a check in place for new sandbox games.
Version: 0.0.6
  Compatibility:
    - Alien biomes should no longer cause an error on load.
  Additions:
    - Disposable transport belt for early game.
  Fluff:
    - Foliax plant's factoriopedia entries updated and moved to foliax group under seeds row.
Version: 0.0.5
  Compatibility:
    - Foliax now works with Any Planet Start
Version: 0.0.4
  Changes:
    - Bioresin recipe, spoilage reduced to 20.
    - Black brick recipe, increased result to 2.
  Additions:
    - Concrete and all similar items will now remove all decoratives nearby when placed.
    - Foliax now has music.
Version: 0.0.3
  Changes:
    - Foliax solar panel weight increased.
    - Removed box of machine arms from foliax scrap processing.
  Additions:
    - "Concrete" that mimics black volcanic tile and green marsh tile.
  Fixes:
    - Space science unlock moved to platform tech, from thruster tech.
Version: 0.0.2
  Changes:
    - R/R Space unlocks, now has a Foliax specific group of techs to unlock.
  Additions:
    - Infinite productivity techs; asteroid, bar (foliax material), circuits, scrap and research.
    - Support on Foliax for Jetpack mod.
    - If armor setting is disabled; power armor, fusion power and 4 exoskeleton legs will be equipped for new games.
  Fixes:
    - Poison laser turret's infinite upgrade tooltip corrected.
    - Perpetual motor typo fixed.
    - Electric and perpetual motors are now crafted with any assembler instead of mk2/mk3.
Version: 0.0.1
  Release:
    - Initial