Post-Space Age


Post-Space Age: adds a series of electrified weapons and super equipment, including the Electric Railgun Turret, Electric Rocket Turret, Electric Machine Gun Turret, Super Energy Storage, Super Thruster and Super Asteroid Collector. Replaces ammo production lines with grid power, with slightly reduced damage, focusing on automated defense and energy expansion in the post-Space Age era. Each building can be toggled in the startup settings.

Content
a day ago
2.1
6
Transportation Logistics Combat Fluids Manufacturing Power Storage
Owner:
gavin1978
Source:
N/A
Homepage:
N/A
License:
GNU LGPLv3
Created:
a day ago
Latest Version:
0.0.1 (a day ago)
Factorio version:
2.1
Downloaded by:
6 users

Post-Space Age

Post-Space Age adds a series of electrified weapons and super equipment to Factorio 2.1 / Space Age: three grid-powered turrets that need no ammo production at all, plus three super devices crafted from legendary-quality machines. Every building can be toggled individually in the startup mod settings (all six enabled by default), together with two further startup toggles: the optional virtual-ammo architecture (off by default) and the infinite Thruster fuel productivity research (on by default).

Electric turrets

In the default configuration these are true electric turrets - no ammo slot, no runtime scripts, every shot paid for straight from your power grid. All three are assembled in a cryogenic plant and use graphics from Krastorio 2 Assets (see Credits).

  • Electric machine gun turret - a 3x3 turret firing piercing rounds magazine shots (1.25x base damage, 1.25x fire rate) with the vanilla muzzle flash and impact effects. Range 30 (min range 3) with a ~47-degree firing arc, 100 kW drain, 20 kJ per shot. Crafted from 2 gun turrets + 5 supercapacitors + 5 superconductors + 5 tungsten carbide (16 s).
  • Electric rocket turret - a 3x3 turret launching explosive rockets with their full physical + explosion damage. Min range 20, range 48, ~39-degree firing arc, vanilla fire rate (cooldown 120), 1 MW drain, 5 MJ per shot (about 11 MW sustained at max fire rate with +340% shooting speed). Crafted from 2 rocket turrets + 10 supercapacitors + 10 superconductors + 20 carbon fiber (20 s).
  • Electric railgun turret - a 3x5-footprint electrified railgun: range 50, half the damage of vanilla railgun ammo, 40 MJ per shot, 80 MW max input, 5 MW drain. Crafted from 2 railgun turrets + 50 supercapacitors + 100 quantum processors + 50 tungsten carbide + 20 carbon fiber (20 s).

Each turret keeps its vanilla ammo category (bullet / rocket / railgun), so the matching damage and shooting-speed researches apply exactly as they do in vanilla. Turning on the virtual ammo startup setting (off by default) replaces the fixed per-shot cost with a charge cell that scripts refill automatically: total power draw then follows the shooting-speed researches instead of staying fixed.

Super devices

  • Super energy storage - a hundred legendary accumulators fused into one 4x4 station: 5 GJ buffer, 300 MW in/out. Crafted in an electromagnetic plant from 100 legendary accumulators + 100 supercapacitors + 50 superconductors + 100 electrolyte (60 s). The recipe needs a magnetic field of 95 or more, so the station can only be assembled on Fulgora.
  • Super thruster - a thruster with 4x fuel consumption (480/s at full thrust). Crafted in a cryogenic plant from 5 legendary thrusters + 10 carbon fiber + 10 tungsten plates + 50 Fluoroketone (Cold) (60 s).
  • Super asteroid collector - 30x30 collection area (vanilla 15x15), 60 storage slots (vanilla 39), 6 arms (vanilla 1), 500 kW drain / 1 MW max power. Arm speed scales with quality: 60 / 66 / 72 / 78 km/h from normal to epic, 84 km/h at legendary. Crafted in a cryogenic plant from 5 legendary asteroid collectors + 10 carbon fiber + 5 quantum processors + 5 superconductors + 50 Fluoroketone (Cold) (60 s).

Quality upgrade ladder

The base recipes always produce normal-quality super devices. Each device also has four upgrade recipes for uncommon, rare, epic and legendary:

Level-n Super device = Level-n quality materials + 2x Level-(n-1) Super device

Every upgrade recipe uses its own fixed auxiliary materials and fluid at that level's quality, plus 2x the previous level's device; no legendary base items are needed again after the base recipe. The Super Energy Storage upgrades are the demanding ones: 1000 supercapacitors + 500 superconductors + 1000 electrolyte per level. Unlike the base recipe, the upgrade recipes carry no surface restriction.

Unlock

All six devices come from six new researches, each gated behind its vanilla counterpart - Gun turret, Rocket turret, Railgun, Electric energy accumulators, Space platform thruster and Space platform (the three super devices additionally need the Legendary quality research). Each research asks for the science packs of its era, reaching from chemical / military / utility up to the electromagnetic, metallurgic, agricultural, cryogenic and promethium science packs.

A seventh, infinite research comes with the mod: Thruster fuel productivity, +10% productivity per level for every recipe producing Thruster fuel or Thruster oxidizer (modded recipes included). It sits behind the Cryogenic science pack and can be switched off in the startup settings.

Credits

  • Turret and energy-station graphics are verbatim assets from Krastorio 2 Assets by Krastor, Linver and raiguard, used under the GNU LGPL-3.0 (see licenses/NOTICE-Krastorio2Assets.txt in the mod archive). The whole mod is licensed LGPL-3.0 by Gavin1978.