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
2.88K
Environment Power

g Likes, Dislikes, and Ideas

4 months ago
(updated 4 months ago)

Likes:

  • extending fulgora; it's my favorite planet and where I started space age.

  • the idea of having two different fluids pumped from the seas.

  • master of fulgora research/achievement

  • a small amount of science from ruins

Dislikes:

  • uranium on fulgora - doing a fulgora (or gleba or vulcanus) start, the reason to visit nauvis is for the uranium (getting depleted uranium is fine, but the player should need to go to nauvis for u-235)

  • lava - doesn't really fit the vibe

  • raw iron plates - I get plenty from recycling gears and batteries

  • holding down right mouse button - there should be a placeable archeology center that would automate the process of obtaining resources from ruins

Ideas:

  • allow crusher to be placed on fulgora, add recipes for stone brick -> stone and concrete -> stone

  • pumping oil ocean gives garbage sludge which can be strained into water, oil, and garbage in a chemical plant or biochamber, and garbage can be recycled into spoilage with small amounts of plastic, sulfur, and wood.

  • getting spoilage from garbage would allow access to carbon and nutrients, maybe even allowing a fulgora-specific bacteria that could grow on solid fuel and decay into sulfur

  • scrap sludge could contain electrolyte, easing the stone pressure a little

  • a pollution/spore alternative based on Fulgoran enemies - research and time would increase evolution, research labs would emit a cloud similar to farms on gleba that would make them a target, and mining ruins or mining scrap would give chances to spawn small untargetable drones that would fly away from the player to a chunk that hasn't been occupied yet, and spawn a replicator

  • master of fulgora could unlock a fairly cheap landfill made from concrete and low density structures that can be placed on oil ocean

  • equipment could be found in the ruins. this might include a small modular amour, exoskeleton, portable power source, and personal roboport. Ideally, these would be nearly broken, and within a few hours spoil into scrap, but the early game would be a lot easier with construction bots mined from ruins.

  • mining ruins can give walls

  • recycle explosives to coal+sulfur

  • master of fulgora could unlock crafting recyclers and electromagnetic plants on other surfaces

  • master of fulgora could slightly boost quality modules, or give an implicit quality bonus to recyclers or electromagnetic plants

  • master of fulgora could give the player 50% resistance to electric damage (useless except against Fulgoran enemies)

  • master of fulgora could add a chance to create a holmium chunk when reprocessing asteroid chunks, this chunk could be crushed into holmium and stone

(note I tried to come up with ideas that extend fulgora without removing reasons to go to other planets)

4 months ago

Thanks for the feedback!
I'll incorporate some of this into the next version for next weekend.

4 months ago
(updated 4 months ago)

have not tried out this mod, bur it sure ist noted for secund save :-)

an idea as für the Uranium....

as Fulgoria is a very high technical planet, albeit death, we can assume that some urainum is scattered around the plane, but very thinly, so maybe having stone/scrap recycling giving some very verly low volume (0.000001%?) uranium ?

so it would be possible to get this started but it will makes much more sense to have the uranium(cell) from nauvis

Otherway would be having on Fulgora the remainig products of uranum decay so you need/can start a breeding process to get to uranium ?

4 months ago

have not tried out this mod, bur it sure ist noted for secund save :-)

an idea as für the Uranium....

as Fulgoria is a very high technical planet, albeit death, we can assume that some urainum is scattered around the plane, but very thinly, so maybe having stone/scrap recycling giving some very verly low volume (0.000001%?) uranium ?

so it would be possible to get this started but it will makes much more sense to have the uranium(cell) from nauvis

Otherway would be having on Fulgora the remainig products of uranum decay so you need/can start a breeding process to get to uranium ?

I've added a setting that allows you to toggle this.
By default there is only depleted uranium sources, but if you toggle the setting you can very rarely get uranium ore from recycling, as well getting enriched uranium from vaults.
It takes a lot of effort, but you can get going.

4 months ago

I really like the idea of this mod, Fulgora is my favorite planet so far by the DLC.
But I seem to have discovered a softlock, in my current situation I am stuck on Gleba, but I got an advanced Bot network on Fulgora to remote-control construction and interplanetary logistics.

My issue is that when processing Chemical Muck, I need to power boilers to generate steam, but to get fuel I need to either get spoilage, carbon, or solid fuel from the chemical muck processing, which creates a locked loop.

Is it meant to only be jump-startable with outside fuel sources like carbon from the space platform or manually scavanging ruins?
Would be great if scrap had at least some burnable byproduct like spoilage, something that could be easily disposed off, but also provides a basic means of burner fuel!

4 months ago

I really like the idea of this mod, Fulgora is my favorite planet so far by the DLC.
But I seem to have discovered a softlock, in my current situation I am stuck on Gleba, but I got an advanced Bot network on Fulgora to remote-control construction and interplanetary logistics.

My issue is that when processing Chemical Muck, I need to power boilers to generate steam, but to get fuel I need to either get spoilage, carbon, or solid fuel from the chemical muck processing, which creates a locked loop.

Is it meant to only be jump-startable with outside fuel sources like carbon from the space platform or manually scavanging ruins?
Would be great if scrap had at least some burnable byproduct like spoilage, something that could be easily disposed off, but also provides a basic means of burner fuel!

Hmm, did not consider that as I always had an excess.
I'll add in a variant that doesn't need steam.

In the meantime, I made ruins deconstructable by bots as per vanilla a version or two ago. So you could remotely order them to grab even a few small ruins to get some solid fuel to get going again.

4 months ago

I see this mod as now essential. It is so good and feels like this was supposed to be part of the main game. I agree with all the OPs likes. As for the dislikes, I gotta point out....

1.) Uranium from recycling is never "bulk" uranium like Nauvis. I see no issue here. Besides, some is needed for "Spicy" processing. I feel its good as you designed it (However at the time of this writing uranium recycling is BROKEN and players have to come up with their own fixes, I am hoping this is addressed soon)

2.) Lava doesnt fit the "vibe" I agree, but I would not remove it! I'd make it an optional flag. I'd like to see every planet have an "alternative" means of making the things its not good at. I would just follow the same rule as above, so long as producing lava is more cumbersome and less efficient than Vulcanius, I do not see it as an issue. Besides, some famous players have made Vulcanius their "primary" planet for several reasons with lava being one of them. Having an alternative means of acquiring it allows for Fulgora to be someones primary planet (as I want to make it mine on my next play thru!) I very much appreciate having the "Spicy" recipe. We just need an offical fix to recycling fuel cells ASAP. :)

3.) I do not see any issues with iron plates, maybe I'm just happiest with breaking it down further into ore?

4.) A small "overhaul" to ruins would be nice (I agree with the OP on this one!) However, for me personally I'd see this as a low priority. Their current state isnt very exciting, but its in no way ruining my experience. It feels very......vanilla and that is at worst "just fine". I am sure you can make it better than vanilla, but If you did it would merely be a pleasant surprise and not something that I would see as essential

OP's Ideas -

1.) Crusher... Yes! Please yes. I love breaking things all the way down to base ingredients even if that is technically wasteful. This would be amazing!
2.) A way of producing organics on Fulgora, I like it. As long as its not too efficient, thumbs up!
3.) Whoa... Bacteria on Fulgora. Well, this would complicate things for me, but I would love to see what UberWaffe can come up with. I would see this as potentially a positive.
4.) Scrap sludge -> Electrolyte. Thumbs Up!
5.) No comment on enemies, thats another mod. Might be awesome for someone
6. and everything else) Yes!

I made this post to help reinforce a lot of the good ideas presented in the OPs thread because I too agree with OP on so much of this. This is also one of my favorite mods for Space Age now, as Fulgora is my favorite planet and UberWaffe's mod is just so good for Fulgora enthusiasts! I hope to see this mod continue and I'm hoping for an official fix for the decaying fuel cell recycling issue as I "LOVE" this mod and cant wait to make it the centerpiece of my 2nd playthrough.

4 months ago

I see this mod as now essential. It is so good and feels like this was supposed to be part of the main game. I agree with all the OPs likes. As for the dislikes, I gotta point out....

1.) Uranium from recycling is never "bulk" uranium like Nauvis. I see no issue here. Besides, some is needed for "Spicy" processing. I feel its good as you designed it (However at the time of this writing uranium recycling is BROKEN and players have to come up with their own fixes, I am hoping this is addressed soon)

2.) Lava doesnt fit the "vibe" I agree, but I would not remove it! I'd make it an optional flag. I'd like to see every planet have an "alternative" means of making the things its not good at. I would just follow the same rule as above, so long as producing lava is more cumbersome and less efficient than Vulcanius, I do not see it as an issue. Besides, some famous players have made Vulcanius their "primary" planet for several reasons with lava being one of them. Having an alternative means of acquiring it allows for Fulgora to be someones primary planet (as I want to make it mine on my next play thru!) I very much appreciate having the "Spicy" recipe. We just need an offical fix to recycling fuel cells ASAP. :)

3.) I do not see any issues with iron plates, maybe I'm just happiest with breaking it down further into ore?

4.) A small "overhaul" to ruins would be nice (I agree with the OP on this one!) However, for me personally I'd see this as a low priority. Their current state isnt very exciting, but its in no way ruining my experience. It feels very......vanilla and that is at worst "just fine". I am sure you can make it better than vanilla, but If you did it would merely be a pleasant surprise and not something that I would see as essential

OP's Ideas -

1.) Crusher... Yes! Please yes. I love breaking things all the way down to base ingredients even if that is technically wasteful. This would be amazing!
2.) A way of producing organics on Fulgora, I like it. As long as its not too efficient, thumbs up!
3.) Whoa... Bacteria on Fulgora. Well, this would complicate things for me, but I would love to see what UberWaffe can come up with. I would see this as potentially a positive.
4.) Scrap sludge -> Electrolyte. Thumbs Up!
5.) No comment on enemies, thats another mod. Might be awesome for someone
6. and everything else) Yes!

I made this post to help reinforce a lot of the good ideas presented in the OPs thread because I too agree with OP on so much of this. This is also one of my favorite mods for Space Age now, as Fulgora is my favorite planet and UberWaffe's mod is just so good for Fulgora enthusiasts! I hope to see this mod continue and I'm hoping for an official fix for the decaying fuel cell recycling issue as I "LOVE" this mod and cant wait to make it the centerpiece of my 2nd playthrough.

On 1.) Should now be fixed in 1.1.3.
Base game update broke it, and I had not spotted it before I went on holidays.

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