Fulgora extended


Adds more content to Fulgora and tweaks it in various ways to make it more intriguing. Places a greater focus on ruin salvage, scrap and byproduct production chains, and even ways to source small amounts of uranium. Will have the biggest impact if you are using the 'any-planet-start' (https://mods.factorio.com/mod/any-planet-start) mod and start on Fulgora. Note: Ice is scarce. Raiding ruins is your best source of ice, but scrap sorting still gives a tiny trickle. Notable features: Improved ways of obtaining holmium directly later on (requires forge technology). Expanded recycling from scrap with more useful outputs (We have infinite heavy oil. No need for solid fuel from scrap). Extended ruin raiding. A lot of larger ruins now have multiple levels to be fully mined. Fully mining the biggest ruins can get you some foundations and science packs. Deep oil oceans renamed to deep sludge abyss, with a new fluid an related recipes, and is impassible (also less of it on the map). You can dump items in deep sludge abyss (like lava) but don't inhale while doing so.

Content
4 days ago
2.0
241
Environment Power

g Awesome Idea

Excited to try it out! Are you planning anything similar for the other planets?

4 days ago

Also interested in other planets as well, started playing straight from Fulgora with this mod seems promising.

3 days ago

i love the enrichment of the new planets, to make them more uniqe. i would love to see different biomes on Fulgora, like a old research lab "island", giving a lab in a main ruin and red, seldom green, flasks as recycled scrap to start the game.
my first hour of starting at Fulgora consists mostly of waiting for flashstorms to charge my one or two, found, batteries.
maybe a military ruin for early ammunition and military research. to counter the interesting and strong "Fulgoran enemies". (mod)
the last thing, what comes to mind would be a Powerplant ruin, some kind of single spot power emitter (like an oil spot, but maybe bigger). and in need for a power collector building. the naturally occurring emitter could spark flash strikes to buildings around (at day and night) damaging player characters, vehicles and buildings (maybe enemys). but powering the Lightning rod and Lightning collector buildings. with the mentioned Power Collector as a "pumpjack" directly giving power to the grid (also having a bigger sized powergrid around).

3 days ago
(updated 3 days ago)

Excited to try it out! Are you planning anything similar for the other planets?

Yes, currently working on Gleba, but it still has a lot of work needed.
I only have a few small ideas at the moment for it. So suggestions welcome.

3 days ago

Also interested in other planets as well, started playing straight from Fulgora with this mod seems promising.

My currently playthrough is Fulgora start +Fulgoran enemies "https://mods.factorio.com/mod/Electric_flying_enemies" + Polluting science labs "https://mods.factorio.com/mod/science-stinks" + death world settings
I'm enjoying it a lot.

3 days ago

i love the enrichment of the new planets, to make them more uniqe. i would love to see different biomes on Fulgora, like a old research lab "island", giving a lab in a main ruin and red, seldom green, flasks as recycled scrap to start the game.
my first hour of starting at Fulgora consists mostly of waiting for flashstorms to charge my one or two, found, batteries.
maybe a military ruin for early ammunition and military research. to counter the interesting and strong "Fulgoran enemies". (mod)
the last thing, what comes to mind would be a Powerplant ruin, some kind of single spot power emitter (like an oil spot, but maybe bigger). and in need for a power collector building. the naturally occurring emitter could spark flash strikes to buildings around (at day and night) damaging player characters, vehicles and buildings (maybe enemys). but powering the Lightning rod and Lightning collector buildings. with the mentioned Power Collector as a "pumpjack" directly giving power to the grid (also having a bigger sized powergrid around).

Some neat ideas. I'll see what I can implement.

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