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
3 months ago
2.0
2.87K
Environment Power

g Awesome Idea

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

5 months ago

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

5 months 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).

5 months ago
(updated 5 months 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.

5 months 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.

5 months 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.

4 months ago

Got any tips for getting blue science? There's not nearly enough ice to set up sulfur production from heavy oil, and I couldn't find anything to recycle to get sulfur.

4 months ago

Got any tips for getting blue science? There's not nearly enough ice to set up sulfur production from heavy oil, and I couldn't find anything to recycle to get sulfur.

I meant for ruins to be the way that you get ice for the chemical science until you get to the recipe that gives water from sludge.
"Note: Ice is scarce. Raiding ruins is your best source of ice, but scrap sorting still gives a tiny trickle."

Is the raiding ruins too rough, should I up the amount of ice?

4 months ago

Is the raiding ruins too rough, should I up the amount of ice?

Water is a problem on this hostile planet, but it's also the challenge. I didn't got the sludge at first and i hauled ice from space. (But i startet on fulgora before i downloaded this mod.)
To be true to the theme of this planet. Maybe add a (heavy) oil dump / pump it in the ocean, the same way we get rid of too many recycled materials. Some kind of outlet on the coast what destroys fluids. Most stuff u need to refine heavy oil needs water. And/or add water or steam as a produce from [holmium solution -> holmium plate] to refeed it into the system.
But maybe i don't see the optimal setup.
-
My biggest problem is still power. The [small modular nuclear reactor] does help in later stages on this planet, but feels a bit easy/cheaty and expensive (like a late game item). i love it on the spacesplatform.
but i still think a "naturally" generated big power station, only on the small (roundish) islands (the same, where those concentrated scrap patches are) but without the scrap, would be the most fitting in early game.

4 months ago
(updated 4 months ago)

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.

After some time on Gleba (Space Age, Gleba Reborn and/or On Wayward Seas), i do miss some things i would expect from such an environment.

Gleba Biotech.

For example a biological inserter, needing [Nutrients] and are self feeding (like the [Burner inserter]). Maybe more organic in movement, like an Asteroid collector, but slimy green, one tile base and without the storage space but a direct output (yellow arrow).
Or something like the [Updated Construction Drones] mod, but with logistic pentapod Wrigglers. But with them, the [Logistic robots] and [Construction robots] should be a fulgora technology.

but that might be a bit much.

4 months ago

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.

After some time on Gleba (Space Age, Gleba Reborn and/or On Wayward Seas), i do miss some things i would expect from such an environment.

Gleba Biotech.

For example a biological inserter, needing [Nutrients] and are self feeding (like the [Burner inserter]). Maybe more organic in movement, like an Asteroid collector, but slimy green, one tile base and without the storage space but a direct output (yellow arrow).
Or something like the [Updated Construction Drones] mod, but with logistic pentapod Wrigglers. But with them, the [Logistic robots] and [Construction robots] should be a fulgora technology.

but that might be a bit much.

This mod is for Fulgora.
I've not published the Gleba mod yet, as it is still WIP.
Also, I am garbage at graphics. So don't expect new graphical assets.

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