Wooden Fulgora: Coralmium Agriculture


Synthesize wood from plastic by harvesting a new plant native to Fulgora

Content
a month ago
2.0
4.08K
Factorio: Space Age Icon Space Age Mod
Environment Mining Manufacturing

g Lack of stone

6 months ago

This mod appears to remove stone from the scrap recycle recipe but offers no automatable way to make stone as far as I can see.

6 months ago
(updated 6 months ago)

Hiya! Recycling coralmium should yield stone in return, and Coralmium should be automatable, though let me know if that's not possible with your mods

6 months ago

How would one automate coralmium? Placement of the ghost entity is impossible in remote view and agriculture towers say the planet is not compatible.

6 months ago
(updated 6 months ago)

Ah, I balanced around Early Agriculture' camps making the necessary surface condition change, but I should make this mod make the necessary adjustments if its absent. I can address that later today, I'd forgotten about this oversight, thanks for bringing it back to my attention.

6 months ago
(updated 6 months ago)

I'm on the same boat :) I'm OK with moving stone production from scrap processing to Corallium processing, but the problem is the lack of automated way to plant activated Coralmium seeds - it works fine if I babysit, plant and harvest the Coralmium (which deceives the automation goal of Factorio).

Quick ideas:
- Agricultural towers that can be placed on Fulgorian shoreline
- Agricultural towers that can be placed on Fulgorian shallow sea
- Fulgora-specific Agricultural Tower, which needs to be places near the oil sea
- Coralmium can be planted on soil + Tower requires Heavy Oil to be injected

Glad to see you're on top of this issue. Let us know if you need more information or ideas :D

6 months ago
(updated 6 months ago)

Oh so I had added this already. I just re-confirmed coralmium is fully automatable with just SA + this mod. I am going to add unlocking the Agricultural tower to the Coralmium technology, and add spoilage to the Coralmium processing results so you can source the materials locally, but it sounds like there's more going on here.

So for you two, what other mods are listed as modifying the Agricultural tower? Because it sounds like you can't place it on Fulgora anywhere, which shouldn't be the case unless I'm missing something or another mod also changes the ag tower.

6 months ago

Hhhmmm.. I guess there's more going on, for sure! Here's a peek on what I see on the towers:
https://1drv.ms/f/s!AvQG7xlre4caidQnVLEoqY-WBgqVkw?e=Tcvgny Password is your username here (case sensitive)
And, as before, ping us if you need extra information/testing :)

6 months ago
(updated 6 months ago)

Ah ok, yeah looks like Factorissimo 3 is the one causing the issue with the Solar Power >= 25%, which Fulgora does not meet. I'll take a peek later and see what F3's surface settings are (likely 0% solar power?). Will likely ask the dev to update that themselves, since it makes more sense for that mod to handle it on their end

6 months ago

You rock! I've just tested your theory, and disabling Factorissimo3, I get the right behavior - I'm able to plant in Coralium Seeds in Fulgora using the tower
https://1drv.ms/i/s!AvQG7xlre4caidQoovk_7pjwFqcAgw?e=Vsa6Bd (same password)
I can't remove/disable Factorissimo3, as it would mess up a 50+ hours play 😅
But I'm kinda relieved that the issue has been pinpointed and is being handled by the Pros.
Thank you! ❤️

6 months ago
(updated 6 months ago)

I've submitted a pull request to Factorissimo 3, but in the meanwhile I did release 1.1.0!

This adds support for relaxing the surface condition to re-allow you to place ag towers on Fulgora. Heads up, I also modified the results of coralmium recycling to yield spoilage instead of carbon, to allow production of vanilla ag towers (Early Agriculture does change the recipe making this change unnecessary, but I wanted to keep the results consistent nonetheless). I also added burnt spoilage to the unlocks of the coralmium recycling technology and made it craftable in chemical plants if Wooden Industry is not installed. Happy dredging!

Oh I also slightly nerfed concrete and plastic yields from coralmium, let me know if I should undo those, I just wanted all the numbers to add up to a solid 100% probability (which was already better probability than scrap as-is) without making crafting your first ag towers from spoilage take ages.

6 months ago

I did the same change in my local Factorissimo3 mod :) https://github.com/notnotmelon/factorissimo-2-notnotmelon/pull/179, but instead of an extreme 1, I've set it to 20 (from the original 25) and got the towers working back in Fulgora. I'll check you're 1.1.0 release and ping you later today or sometime tomorrow.

6 months ago
(updated 6 months ago)

I am setting it to 1% because Aquilo also has 1%, and my other mod https://mods.factorio.com/mod/aquilo-seabloom-algaculture needs its algacultural bay as well :)

Glad I helped in unblocking you and allowing you to automate coralmium production!

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