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
2.85K
Environment Power

i Recipes & Any Start

So I've played about 4 hours of Fulgora Extended with Any Start set to Fulgora, and I have some feedback

Fulgora Extended limits the user's access to Ice, and by extension water. I think this is an interesting mechanic, however if combined with Any-Start, it makes chemical science packs exceptionally expensive and hard to make.

Now, if it were a little hard, that'd be ok, interesting challenge, but given the 1% Ice from Uranium Scrap Recycling and 10% Decayed Uranium Fuel Cell from Scrap Recycling, it means you need to process, on average, 3000 scrap for every 2 chemical science packs. This also means an excess of about 1,200 Iron Gear Wheels per 2 chem packs, just as one example.

So, this isn't a problem if you've come from Nauvis with Chemical Science already solved. But for Any-Start, I'd call it a game-breaking interaction.

Perhaps a simple mod setting to either toggle between default and new scrap recycling recipes, or to toggle between Ice being present in the scrap recipe like usual. Or, another idea, since Heavy Oil is all around us, perhaps a way to get sulfur from heavy oil, or another way to automatically produce Sulfur from the environment.

Thanks for the awesome work on this mod! I can see some cool parts about it. I especially like that I can salvage foundation from the scraps, and the multiple levels to scrap of the large ruins is quite neat.

Just saw Dev-iL's comment on my last thread about the same thing, glad I'm not the only one who's run into this.

4 months ago

I've done the any-start on Fulgora, and thought that the ice you gain from ruins is enough to make up for this.
I wanted to encourage ruin raiding at least until you unlock the water extraction from sludge recipe.

Is that it harsh?
Should I up the ice from ruins, or just up the ice from recycling?

4 months ago
(updated 4 months ago)

Well, I respect your creative freedom as the author of the mod, and if you meant for ruins to be the main way to get ice, then sure - that's totally fine. As long as that stage is less of a chore, any solution is welcome. Maybe double the amount of ice from ruins? Other suggestions for your consideration: make recycling dynamite return sulfur instead of dynamite; or add a small chance of getting sulfur from fulgorite?

P.S.
I spent most of my ice making holmium plates before realizing I'll need it for science.

4 months ago

Well, I respect your creative freedom as the author of the mod, and if you meant for ruins to be the main way to get ice, then sure - that's totally fine. As long as that stage is less of a chore, any solution is welcome. Maybe double the amount of ice from ruins? Other suggestions for your consideration: make recycling dynamite return sulfur instead of dynamite; or add a small chance of getting sulfur from fulgorite?

P.S.
I spent most of my ice making holmium plates before realizing I'll need it for science.

Busy adding some some settings to make ice from recycling and ruins adjustable.
I'll add in a loot source for sulfur as well.

4 months ago
(updated 4 months ago)

I've done the any-start on Fulgora, and thought that the ice you gain from ruins is enough to make up for this.
I wanted to encourage ruin raiding at least until you unlock the water extraction from sludge recipe.

Is that it harsh?
Should I up the ice from ruins, or just up the ice from recycling?

I'll admit I didn't see the sludge recipe so I was just at a loss for how I'd supply the base with water. Anyway just wanted to write in to say thanks for looking into the adjustable settings & sulfur lootable etc.

4 months ago

Didn't tried mod yet but I like low ice. Can be 0 ice since it don't make much sense. I'm planning to make dedicated ice harvesting platform for Fulgora in next run.

btw tossing stuff into deep sludge? ez install

4 months ago

Didn't tried mod yet but I like low ice. Can be 0 ice since it don't make much sense. I'm planning to make dedicated ice harvesting platform for Fulgora in next run.

btw tossing stuff into deep sludge? ez install

I've made ice from scrap recycling configurable, so you can adjust the amount a bit to suit your playstyle.

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