Challenging Pack Logistics


This mod changes the science packs of Vulcanus, Fulgora and Aquilo by making them more challenging to transport between planets, just like Gleba's agricultural science pack.

Tweaks
6 days ago
2.0
1.28K
Factorio: Space Age Icon Space Age Mod
Logistics

i [Ideas Added (mostly)] Maraxsis

7 days ago

Hey, wanted to talk about this mod and Maraxsis. Not with regards to changing or adding extra steps to its science because of the Trench and the need to ship in pressurized atmosphere for the underwater domes already.

What I think will need some attention is with the science vessals you can unlock/make with Maraxsis. In case you do not know about them they are basically just barrels for science but with an actual advantage in terms of science per inventory slot and rocket limit.

Right now player can, once unlocked, use these science vessals to ship science without any of the challenge provided by your mod. I think the important thing is to preserve the challenge that your mod adds without making the advantage of Maraxsis' science vessals useless.

Electromagnetic Scienc, probably doesn't need any additions since it is a one-time thing where the player would still be able to barrel the science packs into a vessal on the space platform you charge them on. But you could add vessal recipes for the uncharged science pack so the benefit for launching rockets isn't lost.

For Metallurgy science it should probably also alter the Maraxsis' barrelled/unbarrelled recipe. Either by lowering the science input/output count for the recipes or adjusting the stacksize and weight of the Metallurgy science vessal.

For Cryogenic science there is a similar 'problem' where these vessals would let you bypass the need to keep them cool. You could do something similar to how Maraxsis itself already handles Gleba science where the gleba science vessal simply spoils into a vessal with spoilage. The bigger question would be if you then also want to add variations to your recipes so players can cool such a cryogenic vessal directly without having to unbarrel it each time.

6 days ago
(updated 6 days ago)

All balancing ideas are great as is, so yeah, i tried to implement them :

Made low charge EM packs vessel-able to get the bonus rocket efficiency if you're ready to make your charger ships a bit more complex (as you can't charge low charge vessels into charged vessel)

Changed to stack size and weight of the metallurgic packs vessel to make them a bit harder to launch and transport (as the whole concept of the maraxsis vessels works against the changes made to the metallurgic packs in my mod, i don't really know if there will be any challenge with transporting these packs while vessel-ed so it really moves the challenge from ship building to vessel management which i'm not particularly against but still)

For the cryo vessels tho, they seem to break with my mod on now (something to do with mod load order) and aren't generated in general which means that i couldn't change them, so i guess no vessel for them, this is a bit sad but those packs are supposed to be hard to bring back to your labs in two main ways, getting the rocket parts to aquilo to send them to space (base game), and the whole cooling cycle where you have to be careful with them and constantly feed them ice (my mod), and i feel like vessels for cryogenic packs might have made both of these challenges a bit too simple so having them removed doesn't really bothers me that much.

Thank you for your suggestion : )

6 days ago

Just a heads up, the new version of CPL crashing on load for me with Maraxis (and a bunch of other mods) installed :)

6 days ago

working on it

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