🌐 Enable All Planet Mods

by Kryzeth

Simply has every currently available standalone planet mod on the mod portal as a forced requirement. Glorified shortcut to quickly enable all planets, moons, space locations, and exoplanetary systems (mainly used for compatibility testing). 🌐

Mod packs
8 days ago
2.0
5.31K
Planets
Owner:
Kryzeth
Source:
N/A
Homepage:
N/A
License:
BY-NC 4.0
Created:
6 months ago
Latest Version:
1.0.18 (8 days ago)
Factorio version:
2.0
Downloaded by:
5.31K users

Features

Primarily for internal use; force-downloads and enables all standalone planet, moon, space location, and exoplanetary system mods (that are currently on the mod portal, as of June 8, 2025).

This pack excludes any overhaul mods that modify the positions of existing planets (such as Realistic Celestial Universe in addition to adding their own planets.

Makes changes for compatibility only when required for errors on startup, and to fix some relatively minor issues.

Currently Implemented Compatibility Patches

  • [Cosmetic] Lignumis/Astroponics: Removes Astroponics from the critical tech path, so it is no longer required between space science and asteroid collectors (which then leads to each of the planet discovery techs). Astroponics is now only required for Gleba Astroponics.

Notes

This was never intended to be a playable or balanced modpack, it exists simply to resolve conflicts between all planets to test compatibility with my other planetary related mods: Safer Asteroids (which limits the maximum size of asteroids on a per-planet basis) and Asteroid Frequency Multiplier (increases or reduces the spawn rate of harmless/dangerous asteroids on a per-planet basis).

For anyone looking for a more playability focused planet modpack, please use Enable Planet Mods Lite, as it removes the most game-warping and least necessary planet mods, keeping the game more vanilla-focused until the space age era.

In terms of actual playability, the inclusions of Lignumis and Muluna drastically change the early game and early space-age experience.

Lignumis changes the player starting location to itself (a moon in the orbit of Nauvis, which likely renders it incompatible with Any Planet Start and Planet Picker) and adds two pre-automation science packs, which are required to launch you back to Nauvis (one-way trip), where you start for real to unlock the rest of the tech tree as normal, before eventually returning to Lignumis for its unique gold resources. (it also adds several early game versions of late game tech, like bots, equipment, and modular armor)

Upon completing the rocket silo and launching a space platform, your first destination must be Muluna (another moon in the orbit of Nauvis), due to its modifications of space science, requiring them to be crafted on the surface of Muluna before they can be independently crafted on space platforms. Rocket silos on Muluna only require half the resources to launch a rocket, making it an excellent resource hub.

Oddly enough, both Lignumis and Muluna are moons of Nauvis, which also means there are no hazardous asteroids on either of their routes, and thus, no weapons required between them. All of the other planet mods are basically standalone experiences with their own unique planetary rewards.

Current Inclusions

  • Lignumis: Starting location, moon of Nauvis, adds early game recipes and 2 early game science packs based around wood and steam, as well as early game versions of bots, equipment, and modular armor.
  • Muluna: First space location, moon of Nauvis, required to visit to craft space science pack, adds rocket part productivity tech, with 4 stages researchable with just space science, and 2 additional stages being unlocked per subsequent vanilla planet, each requiring their planetary science pack.
  • Maraxsis: One of the coolest, most unique, and most fleshed out planet mods on the mod portal. Adds an oceanic planet which requires equipment and/or submarines to fully explore to the depths of the lowest trenches, where lava is located. Requires dome technology to craft and build to the fullest potential. Unlocks advanced beacon with quality module compatibility, advanced chemical plant optimal for use in space or deep sea, salting of fish and science (for long-term preservation), and stone centrifuging (allows uranium production on any space location with stone)
  • Cerys - Moon of Fulgora, one of the most polished and well-developed planet mods. Adds a nuclear scrap recycling loop for production of plutonium and nitrogen chemistry, used for the planetary rewards of the venting/flare towers, neutron and hydrogen bombs, plutonium ammo and fuel, plutonium portable reactor, and infinite holmium plate productivity tech. A very helpful side-step with bonuses useful on Aquilo, as well as for both Gleba and Fulgora.
  • Tiberian Dawn: Contains hazardous tiberian ore which causes damage on contact, but can be used to create high tech military weaponry (includes compatibility with the always-awesome Ion Cannon)
  • Corrundum: Sulfur-focused chemistry planet with platinum ore for advanced chemical plant, advanced lab that requires higher quality science packs for optimal usage, and advanced thruster for increased maximum thrust.
  • Castra: Another military science planet, focusing on gunpowder and chemical processes, using the Forge (planetary unlock building) with built-in productivity bonus for ammo and weapon production, along with higher tier military equipment. However, it also siphons away the vanilla flamethrower tech from Nauvis, reducing player combat potential pre-Castra.
  • Terra Palus: Moon of Gleba, a max of the swamps and spiders from Gleba, and the resources and biters from Nauvis, in addition to a unique Palusian ore, important for UV/light-based weaponry for use in the night.
  • Tenebris: Another perpetually dark celestial body, this one post-Aquilo, featuring roaming wild centipedes instead of biters or spiders, and bioluminescent crystals to infuse into certain machines in place of general power production.
  • Rubia: Wind-based planet featuring a unique blend of scrap and bacteria processed via unique biorecycling machine, and unlocks several alternative recipes for other planetary materials. Also features several unique technologies when played alongside other modded planets, such as Moshine, Cubium, Cerys, Corrundum, and Maraxsis.
  • Cubium: The sequel to the 1.0 Ultracube mod, which relied on the eponymous Ultracube to craft everything. By contrast, the planetary resources are plentiful, potentially infinite, but spoilable. They combine into various standard materials, providing alternative (possibly more efficient) recipe paths for various resources.
  • Janus: A really weird planet full of shiftite ore, which spoils in a loop into several variants defined by their greek symbol, used to craft base game resources, and can be be used to duplicate science packs when combined.
  • Moshine: A post-Vulcanus, neodymium and silicon processing planet, used for advanced/futuristic electronic techs, including space trains, and massive yet hyperefficient accumulators/solar panels.
  • Secretas/Frozeta: A post-Aquilo gas giant planet you cannot land on, but can harvest plentiful asteroids from; along with its planet-sized moon, which you can land on, with a mix of Aquilo's cold mechanics and Fulgora's scrap recycling mechanics. Adds a uranium powered inserter that does not require heat, a steam recycler with more module slots, and an additional tier of module slots requiring its planetary resource.
  • Igrys: New exclusive fluid resource used for crafting higher tier machines, featuring stone/glass production chains for alternative (and more productive) crafting chains.
  • Paracelsin: A frozen zinc processing planet, with mechanical and electrochemical plants applying productivity to different sets of recipes. Also features advanced repair packs, overhead pipes, and alternative casting recipes with zinc as planetary rewards.
  • Naufulglebunusilo: A mashup planet containing the enemies, resources, and terrain generation from every vanilla planet.
  • Dyson Sphere Reworked: Space age update for the Dyson Sphere mod, which adds two new space locations near the orbit of the sun, with "plasma" asteroids that must be farmed to create plasma fuel, as well as to construct the titular Dyson Sphere, which can provide power directly to other planets (requiring multiple rocket launches). Also requires visiting multiple planets beforehand; very mid-to-endgame level tech.
  • Metal and Stars: Adds 4 new space locations in a new star system, reachable only via stargate. Features unique resources and alternative crafting chains, along with higher tier robots, ammo, fuel, and productivity tech.
  • Dea Dia System: Adds 3 new space locations in a new star system: a gas giant with integrated Lex's Aircraft for travel and unique fluid/gas resources; a more habitable planet with insulated pipes, higher tier power poles, and alternative nuclear power with thorium; and a frozen planet with lava patches used for heating and processing, featuring unique enemies. Also includes integrated compatibility with several optional mods, such as Solar Array Wings and SA-1 Atomic Tank.

Optional WIP/Pre-Alpha Planet Mods

  • Woodoria: Fruit and wood planet, full of crops, fruit trees, wild animals, and tons of fruit processing machines. However, currently includes no planetary rewards.
  • Arrakis: Currently just adds a sandworm enemy, and the spice melange ore, but has no other recipes, rewards, or technologies. Mod author has indicated that they will eventually add content to the planet in a future update.
  • Aiur, from the ERM Protoss mod: Currently just adds a planet containing Protoss enemies from Starcraft, with no new resources, planetary rewards, or technologies. Mod author has indicated that additional content should be added in a future update.
  • Char, from the ERM Zerg mod: Currently just adds a planet containing Zerg enemies from Starcraft, with no new resources, planetary rewards, or technologies. Mod author has indicated that additional content should be added in a future update.
  • Eclipse Rift System: Heavily WIP, currently just adds an ore, some fluids, a new plate recipe, and a planet (all hidden, disabled, or otherwise unusable). Pending future updates.

Current Exclusions

  • Likely all of rjdunlap's planet mods, including Gerkizia, Akularis, Froodara, Qaudromire, Mickora and Nekohaven, etc. as they are not intended to be standalone planet mods, either replacing Nauvis or another base game planet, with no unique technologies, resources, or planetary rewards, acting more like glorified map presets, according to the mod author in the discussion tab of their first release
  • Terminus: Because they said so in the description itself. It appears to be intended for ease of sharing with primarily personal use in mind.
  • Realistic Celestial Universe (and SergMonsterBro's forked counterpart): For modifying the locations and properties of the existing base game planets, as well as other mod-added planets, while not actually adding any new gameplay content of its own (added planets are simply modified copies of base game planets)
  • Immortal Cultivation Planet: Because they said so in the description itself: "if you dont speak chinese, this mod is not for you"
  • Intercontinental Rocketry: Simply duplicates base game planets without adding any new planets of its own.
  • Nauvis Implosion and Gehenna: Removes Nauvis from the game after a (user-configurable) countdown, which counts even faster with each additional mining drill. After the implosion, requires the user to visit the newly added Gehenna, a much harder version of Nauvis with all of the same resources, but with its biter presence cranked up to hellworld levels.

Currently Pending

Optional Planetary Organization Mods

These mods do not specifically add any space locations of their own, but may be useful for planet organization.

  • Cosmic Social Distancing: Pushes apart any planets which are too close together (within a user-configurable distance, defaults to 3000km, and is partially dependent on planet size).
    Notably excludes moon-planet connections (and any other parent-child planetary connections)
  • Redrawn Space Locations: My personal pick; removes overlapping lines between planets (such as in the first image on this page) and redraws new connections between nearby planets. See example image from their mod portal page.
    Notably excludes moon-planet connections, and attempts to retain asteroid_spawn_definitions (also includes methods for other mods to exclude themselves)
  • Organized Solar System: An extension of both of the above mods (by the same mod author), which entirely remaps the solar system, and attempts to reorganize the planets by relative difficulty order, beginning with Nauvis on one side, and ending with Aquilo on the opposite side (leaving the edge of the solar system and shattered planet unchanged).
    Mods can define their relative difficulty from 1-6, with a chart of the vanilla planets included on the mod portal for comparison.
  • Interstellar Travel: Similar to the above mod, attempts to organize the various modded planets into separate tiers, dividing them across new solar systems by their difficulty. Of note, the 4 base planets (excluding Aquilo and post-Aquilo content) remain within the base solar system, along with Moshine, Cerys, Terra Palus, and the Dyson Sphere locations. Then Rubia, Corrundum, and Igrys are in a second solar system, with Cubium, Tiber, and Janus in a third solar system, and lastly Maraxsis, Secretas, Tenebris, Paracelsin, and Naufulglebunusilo are located in an endgame solar system, alongside Aquilo. Metal and Stars and the Dea Dia System remain separate to the added solar systems.
    See the main mod page for more information, as well as accompanying images. Mod compatibility also includes several of rjdunlap's mods that were excluded from this pack.

Additional Related Mods

  • Rubia Alt Cut: Simply replaces several of the in-game descriptions for various technologies, items, and recipes added by Rubia.
  • More Asteroids: Adds new asteroid types around the 5 base planets which generally provide the planetary resource (uranium around nauvis, tungsten around vulcanus, etc). Has support for Cerys, Muluna, and Maraxsis.
  • Cupric Asteroids: Adds copper-based asteroids, and optionally adds planetary ores as byproducts of advanced asteroid processing.
  • Safer Asteroids: Reduces or optionally removes dangerous asteroids from the orbit of selected planets, converting them to their harmless variants instead. Compatible with both of the previous additional asteroid mods.
  • Asteroid Frequency Multiplier: Increases or decreases the spawn rate of harmless and dangerous asteroids around selected planets. Compatible with both of the previous additional asteroid mods.
  • More Long Inserters: Sorts and standardizes the inserter section of the crafting menu, as well as de-duplicating inserters from different mods (such as Rubia and Moshine's long stack inserters)