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

i Compatibility with Wooden Logistics and Coralmium Agriculture

3 months ago

Hiya! I've gotten a couple compatibility requests because Fulgora Extended overwrites loot added by my mods to ruins. Could you add compatibility to not overwrite loot added by other mods? I'd be happy to help discuss how to make that possible and remove the compatibility work I manually added to Coralmium

3 months ago

Looks like Fulgora extended changes ruins at data-final-fixes.lua stage.

3 months ago

Hiya! I've gotten a couple compatibility requests because Fulgora Extended overwrites loot added by my mods to ruins. Could you add compatibility to not overwrite loot added by other mods? I'd be happy to help discuss how to make that possible and remove the compatibility work I manually added to Coralmium

Sure thing, will take a look.

3 months ago

As Indzasa also found, there's a similar thing with Tin mod with bronze enabled in mod settings. I add it to the various fulgoran ruins in data-updates right now, and is overwritten in data-final-fixes by this mod.

I'm happy to "try again" on my changes in data-final-fixes, but that could eventually lead to a "final final fixes" race with other mods. Since this mod makes a full overwrite of the base recipe, data.lua might be a better place for it, so other mods can update in data-updates? However I haven't looked too deep so I'm not sure if that's possible in this mod. I'll wait and see what you decide before making any changes on my end.

3 months ago

As Indzasa also found, there's a similar thing with Tin mod with bronze enabled in mod settings. I add it to the various fulgoran ruins in data-updates right now, and is overwritten in data-final-fixes by this mod.

I'm happy to "try again" on my changes in data-final-fixes, but that could eventually lead to a "final final fixes" race with other mods. Since this mod makes a full overwrite of the base recipe, data.lua might be a better place for it, so other mods can update in data-updates? However I haven't looked too deep so I'm not sure if that's possible in this mod. I'll wait and see what you decide before making any changes on my end.

I've changed the way the mod adjusts the ruin loot now, so it does an add and replace rather than a define from scratch, so it should no longer override changes made by other mods (unless you tweak the same item values as this mod does).
Should fix the compatibility with both mods, even though the changelog only mentions the Coralmium agriculture mod.

Thread for reference: https://mods.factorio.com/mod/wood-logistics/discussion/677f9941d37eef8332fa6c08
And my Coralmium Agriculture mod: https://mods.factorio.com/mod/fulgora-coralmium-agriculture?from=search

Should be fixed now in v1.1.6

3 months ago

Great, thank you! I'll remove the compat work from my end

3 months ago

Thank you, looks good!

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