🌐 Enable Planet Mods Lite

by Kryzeth

A more streamlined, Lite version of the Enable All Planet Mods, removing several planet mods which either warped the early game too much, or simply did not add enough unique content for the mid to late game. A more playability-focused planet pack. 🌐

Mod packs
a month ago
2.0
2.88K
Planets
Owner:
Kryzeth
Source:
N/A
Homepage:
N/A
License:
BY-NC 4.0
Created:
4 months ago
Latest Version:
1.0.21 (a month ago)
Factorio version:
2.0
Downloaded by:
2.88K users

Features

A lighter and more streamlined version of Enable All Planet Mods.

This modpack notably excludes the Lignumis and Muluna planet mods, which greatly warped the early base game and early space age progression respectively.

It also excludes endgame/shattered planet replacement mods such as CPU_Blackheart's Shattered Planet and Nexus Extended, due to potential mod conflicts with trying to replace the same content (as well as preserving the option to keep the vanilla endgame)

Lastly, it also excludes Terra Palus, Tenebris, and Naufulglebunusilo, as they did not add much unique content to the game (and in the case of Tenebris, also significantly reduces the recipe bloat).

All of these exclusions are available under the optional mods section, as a quick shortcut if the user wishes to enable one or more of these mods.

Should now be more useful as a base for a planetary expansion based modpack than the original was, and should be more compatible with Any Planet Start, now that Lignumis no longer hijacks the starting planet.

Currently Implemented Compatibility Patches

  • [Cosmetic] Lignumis/Astroponics: If Lignumis is detected, and the Lignumis progressive ammo setting is disabled, removes Astroponics from the critical tech path, so it is no longer required between space science and the various planet discovery technologies.
    Specifically, in vanilla, the chain goes from Space Science Pack -> Space Platform Thruster -> Planet Discovery
    If Muluna is enabled, the chain goes from Space Science Pack -> Asteroid Collector -> Planet Discovery
    If Lignumis progressive ammo is enabled (which it is by default), then no changes are made, since wood becomes a requirement for ammo.

Current Inclusions

  • Maraxsis: 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. Adds a nuclear scrap recycling loop for production of plutonium and nitrogen chemistry, used for the planetary rewards of the venting/flare towers. Other planetary rewards include: plutonium weaponry, reactors and equipment, overclock module (twice as fast as speed-3, with additional productivity penalty), radioactive module (more powerful than productivity-3, decays over time, requiring plutonium refuel), and infinite holmium plate productivity tech. Best completed in the early/mid-game, 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.
  • 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.
  • 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.
  • 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 Inclusions

  • Lignumis: New 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.
  • 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. Also adds merged modules, such as productivity-quality, efficiency-speed, etc.
  • 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.
  • Naufulglebunusilo: A mashup planet containing the enemies, resources, and terrain generation from every vanilla planet.
  • Nexus Extended: WIP Endgame extension, adding a new planet and changing how promethium is acquired, and requires technology from all 4 base game planets. Shakes up how the endgame is played, but avoids making sweeping changes in general.
  • CPU_BlackHeart's Shattered Planet: WIP Another endgame extension, converts the vanilla shattered planet into a landable space location, with one large patch of uranium ore and various other resource nodes that can be processed into the rest of the basegame resources. Relies on ion storm power, similar to Fulgora, and provides an alternative (more interesting) method of acquiring Promethium and producing endgame promethium science packs.
  • Lunar Legacy: WIP Adds a new solar system consisting of 3 planets, utilizing agricultural mechanics, heat management, new enemies, and unstable uranium with new processing chains.

Optional Planetary Organization Mods

  • 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 this image) 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.

Additional Related Mods

  • Rubia Alt Cut: Replaces several of the in-game descriptions for various technologies, items, and recipes added by Rubia.
  • Secretas/Frozeta Orbit Patch: Minor aesthetic compatibility patch for Secretas/Frozeta, changing Frozeta to properly display as a moon with an orbit around Secretas, its parent planet.
  • Planet Hopper: Adds miniature rocket buildings, made of relatively simple materials, that allows for direct interplanetary travel of players, but not resources. Allows for easier player travel between planets, preventing them from being "trapped" on planets which are harder to build rockets from.
  • 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)