Industrial Worlds


Runs Angel/Bob and Pyanodons as isolated industrial worlds in Factorio 2.1 Space Age. Nauvis keeps canonical progression while Angelus and the Pyanodons world get their own resources, production, science, labs and progression.

Content
a day ago
2.1
51
Planets Environment Mining Manufacturing

b Some problems and questions at first look

2 days ago

I ran a quick test after installing the Industrial Worlds dependencies. I managed to start a map, but the issue is that the AngelBobs world is generating Pyanodons resources. I’d like to provide a more detailed report, but I urgently need to get sleep—sorry. I used /editor to visit the planets for the test: Nauvis and Pyanodons are normal, but AngelBobs has Pyanodons resources.
Another small, non-urgent detail would be having a unique icon for each planet; that way, it would be easier to see which planets have what during the world creation and configuration phase :)

One point that left me slightly concerned—since I’m not sure if I just missed something or misunderstood—is whether the Biters on Nauvis and the Pyradons will feature the AngelBobs biter evolutions, or if those elemental evolutions are exclusive to AngelBobs. I got this impression because the biter nests were white—meaning non-elemental—during the early game in AngelBobs.

Currently, all the mods are set as required, but are there plans to make certain dependencies optional—such as PyAlienLife, BobsEnemies, BobsClasses, or Angel's Addons?

2 days ago

fixed and made some changes to deps, tell me what else you like to change to optional or other bugs thanks

2 days ago

Feedback / Suggestions

First of all, thank you so much for creating and maintaining this mod! It perfectly blends the complexity we love with the freedom of Space Age. To give you some background: I was reluctant to upgrade to Factorio 2.1 becaua### Feedback / Suggestions

First of all, thank you so much for creating and maintaining this mod! It perfectly blends the complexity we love with the freedom of Space Age. To give you some background: I was reluctant to upgrade to Factorio 2.1 because of the quality system, but discovering your mod right after upgrading was the best possible surprise—it alone made the upgrade totally worth it. My experience with overhaul mods is limited to Angel/Bob, though I’ve recently started exploring planet mods for Vanilla Space Age. The ultimate, most ambitious dream would be to see full compatibility between all these things, even though that would be a titanic challenge.

While testing version 0.0.9 and using cheat/editor tools to inspect the planets up close, I noticed some fantastic features, but also some behaviors and bugs worth reporting. Here is the link to the save file I used, to make visualization and debugging easier: https://drive.google.com/file/d/12-g_ejLlO45yNxxZZjJzBIMFCy83Ab82/view?usp=sharing.

1. Overhaul Modularity (Optional Planets and New Support)

  • Optional planets: With the excellent addition in version 0.0.9 making some addons optional, I’m wondering about the future of the main worlds. Currently, the mod requires both Angel/Bob and Pyanodons; would it be possible to make each overhaul world fully optional in the future? For instance, could a player who loves Angel/Bob but doesn't want to play with Pyanodons (or vice versa) simply disable the pY world at startup, keeping only the ones they want to activate? * Support for other overhauls: I saw that Nullius and Periodic Madness are in future plans (pending updates for Factorio 2.1). However, are there plans or is it feasible to include other popular overhauls in the future, such as Ultra Cube or Krastorio 2 (or Krastorio 2 Space Out)?

2. Interaction with Space Age Planets and Interplanetary Logistics (The Corundum Case)

Conceptually, the Industrial Worlds framework works very well with Space Age planets (such as Corundum, Arig, etc.).

  • Practical applications and the platinum challenge: I tested this on Corundum, and it presents an interesting scenario due to the platinum. I noticed that there is a platinum recipe there essentially equivalent to the Pyanodons one (with versions for both the furnace and the foundry). However, this Corundum platinum is not being recognized as an alternative to—or the same item as—the platinum ingot or yellow metal catalyst from Angel's Mods.
  • The pinnacle of the Space Age experience would be extracting platinum from an outer planet like Corundum and bringing it to Angelus via interplanetary logistics—specifically while maintaining the "start from scratch" experience for each planet, without importing initial resources for the bootstrap phase. However, attempting to convert fluids or complex resources (like oil and gas) between mods does not seem feasible due to the scale of the design; ideally, these resources should remain native to each planet. The key would be to focus on identification by name and the equivalence of shared raw resources (like zinc or platinum)—or their equivalents in each mod (e.g., heavy oil being equivalent to AngelBobs' naphtha)—thereby allowing identical or equivalent items collected externally to be utilized by the production chains of the overhaul worlds.

3. Visual Recipe Identification by Planet (UI/UX)

  • With multiple overhaul worlds and external planet mods running simultaneously, the number of alternative recipes for a single item skyrockets. It would be incredibly helpful to have a distinctive icon indicating the planet of origin on each recipe (in the top or bottom right corner). Since each modpack handles similar items differently, being able to glance at the crafting window and instantly identify which ecosystem or planet a recipe belongs to would drastically simplify planning.
2 days ago
(updated 2 days ago)

4. Reports of Unexpected Behavior and Visual Bugs (Testing via Cheat/Editor)

While testing with cheat tools to jump between planets and inspect progression closely, I noticed a few important details:

  • Premature Recipes and Technologies: Some early-game recipes (such as Angel's crushed saphirite, bernstein, and crushed iron/copper) are appearing as available before even reaching Angelus, and the tech trees generally suffer from bugs related to ordering and dependencies.
  • Lab and Icon Appearance: The lab on Angelus is visually adopting the appearance of the Pyanodons lab. Additionally, the icon for Angel's Automation Science Pack is incorrectly displaying the Pyanodons science pack icon.
  • Angelus Stone Furnace Issue: Upon arriving at Angelus, I noticed that the stone furnace has no assigned recipe and cannot be built or produced, stalling the start of physical progression on the planet. I also noticed that some items with Pyanodon variants lack a corresponding variant on Angelus.
  • Question Regarding World Generation (Seeds): Just out of curiosity: do the Angel/Bob and Pyanodons worlds use the same Nauvis seed? Would it be possible to have seeds/terrain generated completely independently? (I know it doesn't affect gameplay, but I was curious.)
  1. Validation Error: Test with Paracelsin
    Finally, when attempting to run a test by adding Paracelsin to the ecosystem, the mod failed the final startup validation with the following error log:

Failed to load mods: ...dustrial-worlds__/compatibility/pvanodons/validation.lua:2093: Industrial Worlds 0.0.9 Pyanodons validation failed (29 issue(s)):
- standard-owned recipe uses Pyanodons-only item: elevated-pipe -> ingredient zinc-rivets
- standard-owned recipe uses Pyanodons-onlv item: elevated-pipe -> ingredient galvanized-steel-plate
- standard-owned recipe uses Pyanodons-onlv item: electrochemical-plant -> ingredient zinc-solder
- standard-owned recipe uses Pyanodons-onlv item: mechanical-plant -> ingredient zinc-rivets
- standard-owned recipe uses Pyanodons-onlv item: macerator -> ingredient galvanized-steel-plate
- standard-owned recipe uses Pyanodons-onlv item: macerator -> ingredient electric-coil
- standard-owned recipe uses Pyanodons-onlv item: vaterite-processing -> ingredient vaterite
- standard-owned recipe uses Pyanodons-onlv item: zinc-plate -> ingredient zinc
- standard-owned recipe uses Pyanodons-onlv item: zinc-plate -> product zinc-plate
- standard-owned recipe uses Pyanodons-onlv item: zinc-rivets -> ingredient zinc-plate
- standard-owned recipe uses Pyanodons-onlv item: zinc-rivets -> product zinc-rivets
- standard-owned recipe uses Pyanodons-onlv item: zinc-solder -> ingredient zinc-plate
- standard-owned recipe uses Pyanodons-onlv item: zinc-solder -> product zinc-solder
- standard-owned recipe uses Pyanodons-onlv item: advanced-repair-device -> ingredient electric-coil
- standard-owned recipe uses Pyanodons-onlv item: advanced-repair-device -> ingredient zinc-rivets
- standard-owned recipe uses Pyanodons-onlv item: advanced-repair-device -> ingredient zinc-solder
- standard-owned recipe uses Pyanodons-onlv item: zinc-pipe -> ingredient zinc-plate
- standard-owned recipe uses Pyanodons-onlv item: zinc-pipe -> ingredient zinc-rivets
- standard-owned recipe uses Pyanodons-onlv item: zinc-pipe -> ingredient galvanized-steel-plate
- standard-owned recipe uses Pyanodons-onlv item: zinc-pipe-to-ground -> ingredient zinc-plate
- standard-owned recipe uses Pyanodons-onlv item: zinc-pipe-to-ground -> ingredient zinc-rivets
- standard-owned recipe uses Pyanodons-onlv item: zinc-pipe-to-ground -> ingredient galvanized-steel-plate
- standard-owned recipe uses Pyanodons-onlv item: zinc-storage-tank -> ingredient zinc-plate
- standard-owned recipe uses Pyanodons-onlv item: zinc-storage-tank -> ingredient zinc-rivets
- standard-owned recipe uses Pyanodons-onlv item: zinc-storage-tank -> ingredient galvanized-steel-plate
- standard-owned recipe uses Pyanodons-onlv item: zinc-pump -> ingredient zinc-plate
- standard-owned recipe uses Pyanodons-onlv item: zinc-pump -> ingredient electric-coil
- standard-owned recipe uses Pyanodons-onlv item: zinc-pump -> ingredient zinc-rivets
- standard-owned recipe uses Pyanodons-onlv item: zinc-pump -> ingredient galvanized-steel-plate
stack traceback:
[C]: in function 'error'
...dustrial-worlds__/compatibility/pvanodons/validation.lua:2093: in main chunk
[C]: in function 'require'
industrial-worlds /data-final-fixes.lua:139: in main chunk
Mods to be disabled:
• industrial-worlds (0.09)

a day ago

fixed

New response