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). 🌐
Collections of mods with tweaks to make them work together.
Add realistic planets:
https://mods.factorio.com/mod/real-starry-universe?from=search
Looking into this; I thought it was an overhaul mod, but it appears to add planets separately from the pre-existing planets
Yes, it adds new planets. I wrote to the author to correct the pressure on the planets. I don't know how long this process will take.
Upon further inspection, I'm leaning towards not including that mod... most of the planets appear to just be copies of pre-existing planets with quite minimal changes (with the exception of Maraxsis standing in for Neptune). Specifically, most of the asteroids appear to be using exact copies of nauvis map gen. It might still be a work in progress, but there's currently nothing "new" added by this mod, despite the description mentioning new resources per planet.
Of course, by the same logic, I should probably exclude Arrakis from this pack, since it's currently incomplete, and doesn't add anything of note either.
Я писал автору данного мода чтобы он поменял климат и гравитацию на те которые должны быть на планетах, но он как будто не отвечает. Хотя задумка классная. Можно было ту же Мунлуну переделать вместо Луны и тд.
I wrote to the author of this mod to change the climate and gravity to those that should be on the planets, but he doesn't seem to be responding. It's a cool idea, though. It was possible to remake the same Moon instead of the Moon, and so on.
Instead of Mars, a Volcano could be made. Well, or Char.
Honestly, if I knew how to change the mod, I would have done it.
And yes, aren't there new mobs on Araxis and all that?
For Realistic Celestial Universe, I think it's just trying to add too much without having a real idea for what new content should be in place. As the old saying goes, putting the cart before the horse. There's just way too many new locations to add meaningful content to all of them.
For Arrakis (the dune mod), last time I checked, the planet was seemingly devoid of resources and enemies, but it might have been updated recently to add the enemies (that was part of the reason I included Arrakis in the first place, I believed that the mod author would eventually deliver, since the scope was small enough)
Upon further inspection, I'm leaning towards not including that mod... most of the planets appear to just be copies of pre-existing planets with quite minimal changes (with the exception of Maraxsis standing in for Neptune). Specifically, most of the asteroids appear to be using exact copies of nauvis map gen. It might still be a work in progress, but there's currently nothing "new" added by this mod, despite the description mentioning new resources per planet.
Of course, by the same logic, I should probably exclude Arrakis from this pack, since it's currently incomplete, and doesn't add anything of note either.
The vulcanus and nauvis map gen is a placeholder.
For Realistic Celestial Universe, I think it's just trying to add too much without having a real idea for what new content should be in place. As the old saying goes, putting the cart before the horse. There's just way too many new locations to add meaningful content to all of them.
For Arrakis (the dune mod), last time I checked, the planet was seemingly devoid of resources and enemies, but it might have been updated recently to add the enemies (that was part of the reason I included Arrakis in the first place, I believed that the mod author would eventually deliver, since the scope was small enough)
We do have ideas you know. It just takes really, really long for some unbeknownst reason.
The vulcanus and nauvis map gen is a placeholder
Sorry, I didn't mean to assume anything, and I could imagine that the map-gen is just a placeholder, but there just seem to be so many space locations added by this mod, that it's hard to believe each and every single one of them could be made unique and interesting. Part of my assumption was based on this discussion from 18 days ago, where the original mod author appeared to be still be looking for ideas.
It still seems to be too much too early; all of the other planet mods just add 1 or 2 space locations each, and I can imagine that being difficult enough to come up with unique concepts and ideas for, compared to the 8 or 9 planets being added by this mod, and the countless other minor bodies. 1 of the planets is already just piggybacking off the ideas of Maraxsis, which is another reason why I assumed they didn't have much to contribute of their own. But I could be wrong.
It just takes really, really long for some unbeknownst reason.
I can certainly imagine that coming up with technologies, resources, etc. for so many new locations would be rather difficult and time-consuming. Although that's exactly why I have little faith in the mod; there's just so much work involved with that, and they have no unique ideas on display (yet)
Can I strain you a little and ask you to add a mod to compatibility, but as not mandatory. I also want to suggest putting the planet Char instead of Mercury, Araxis instead of Venus, Aiur instead of Ceres.
The characteristics of the Moonmoon can also be transferred to the Moon. But don't replace it. Earth let it be so, but as an option you can add either a mod for Zombies or for the Red Army, but I would add both and make them hostile to each other.
I don’t know what to do with Tiber. Because according to the lore, this is Earth. But then you need to add Red and create some other army that will fight for the same Tiberium.
It would be logical to place Ceris between Fulgora and Aquillo, I can explain. The planet is cold and has Aquillo mechanics, but is also part of Fulgora. Well, or Place the planet behind Fulgora, and not near the Sun
Uranus, Jupiter and Saturn are cold gas giants according to Wiki. Perhaps you can add the ability to approach planets without landing at the moment, or extract gases from the orbit like the SLP mod. https://mods.factorio.com/mod/slp-dyson-sphere-reworked?from=search
Which can also be included due to the addition of new mechanics with the Sun. Essentially works like a planet, but you can't land, only loot.
As you can see, the planets will become more interesting and more exciting in their mechanics.
I would like to implement this myself, but I don't understand modding. : (
And yes, I don’t understand why it was impossible to come up with the beginning of the game. Where they would show us a ship in space that began to fall apart and fell onto the planet. That would be great. Moreover, it would look like landing on a capsule, but sadder. We would fly out on a yellow escape capsule, and after creating the first rocket, we would have the choice to repair the platform from which we ejected or create a new one and drop the previous one on the planet.
It would be logical to place Ceris between Fulgora and Aquillo, I can explain. The planet is cold and has Aquillo mechanics, but is also part of Fulgora. Well, or Place the planet behind Fulgora, and not near the Sun
Cerys devs declined. We ask devs about these things, you know!
Uranus, Jupiter and Saturn are cold gas giants according to Wiki. Perhaps you can add the ability to approach planets without landing at the moment, or extract gases from the orbit like the SLP mod. https://mods.factorio.com/mod/slp-dyson-sphere-reworked?from=search
Which can also be included due to the addition of new mechanics with the Sun. Essentially works like a planet, but you can't land, only loot.
I would think neptune is a cold gas giant too, but we already have maraxsis. We were thinking about atmospheric divers, small space platform-like objects which could plunge themselves into a gas giant (such as jupiter) to gather atmospheric gases and data.
I would like to implement this myself, but I don't understand modding. : (
You can learn! https://wiki.factorio.com/Tutorial:Modding_tutorial/Gangsir
https://wiki.factorio.com/Tutorial:Scripting
https://lua-api.factorio.com/latest
https://wiki.factorio.com/Tutorial:Mod_structure
General page for this kind of thing: https://wiki.factorio.com/Tutorial:Modding_tutorial
What do you think of the other ideas?
Maraxis already replaces Neptune in this mod. That's why I suggest simply replacing the planets with supposedly realistic ones
Just imagine. Earth in Tiberius with the Red Army and zombies. You can also add a warring race so that they fight each other. At the same time, Tiberium destroys all buildings, not only ours but also theirs.
You can come up with anything you want with this solar system. You can even customize the mod for each player. So that he can choose what this or that planet will roughly look like
And it’s not clear why this mod is needed https://mods.factorio.com/mod/naufulglebunusilo, it just adds a planet with all the surfaces and crooked mechanics.
What's the point of this mod https://mods.factorio.com/mod/terrapalus if everything can be studied without even arriving on the planet? What does he actually reveal? A light bulb and ore that can’t even be used on other planets?
@SergMonsterBro if you want to discuss about the Realistic Celestial Universe (RSU) mod, then I suggest going to that page instead. There's even a thread for Ideas, just like these.
As for questioning the selection of planets in this mod; Terra Palus is still a WIP, but at least it has something unique about it, when compared to RSU (even though it's not a competition). I don't know if they will come back to complete it, since the last update was a month ago, but it's possible. As for naufulglebunusilo, its a fun mashup world that just seems hilarious and fun. It doesn't need any other reason to be included.
If you don't like the choice of planets included in this pack, then I'm sorry, but you can very easily make your own version of this mod, since this doesn't even involve any programming, just adding the names of mods to the list of requirements under info.json; you could easily modify this with Notepad and 7zip, if you wanted.
And as for my final reasoning for not including RSU in this pack, let's just say this mod is for individual planets, not entire solar system mods. If RSU is ever fully completed to have unique and interesting gameplay in all of its additional planets, then I would just classify it as more of an overhaul mod, rather than a standalone mod like Maraxsis. I've updated the description and information sections on the Mod Portal to make this clearer.
Locking thread now, since this isn't even a real mod that deserves this level of discussion; this was always intended for compatibility testing more than anything else; I only uploaded it to the mod portal since it might be useful for others, either for personal use or for mod development. If you have any other suggestions besides RSU, then you can create a new thread for that. Thanks for your interest in this mod.