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.