🌐 Enable Planet Mods Lite

by Kryzeth

A more streamlined, Lite version of 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
2 days ago
2.0
3.73K
Planets

i [Partially Implemented] Vesta, Panglia, Pelagos and Shchierbin

a month ago

Vesta, Panglia, Pelagos and Shchierbin are seemingly high-ish quality, any chance of adding them to the pack (maybe as optional)?

https://mods.factorio.com/mod/skewer_planet_vesta
https://mods.factorio.com/mod/panglia_planet
https://mods.factorio.com/mod/pelagos
https://mods.factorio.com/mod/shchierbin

a month ago
(updated a month ago)

High quality maybe, but unfortunately all WIP, with the least recent planet mod being the Shchierbin one, released just one month ago, and most with relatively few downloads (so less user compatibility testing). Plus, the last time I introduced a relatively recent WIP mod, there were many reports of incompatibilities and errors on load that had to be redirected to the mod author, especially as they were not yet done with content updates (thus introducing breaking changes into the pack)

For the ones released less than 2 weeks ago, I think I'll want to wait until they mature a bit more, let them figure out whatever they need for their own mod, before attempting to introduce them into either of the planet packs. I'll test out Shchierbin though, and prioritize Vesta, since that one was already on the list for testing, previously requested by another user.

Many thanks for bringing these all to my attention though, perhaps beginning as an optional addition is the way to go with these WIP mods, though I would prefer to integrate them as required whenever possible.

a month ago

Implemented 3/4 planets as of v1.0.22

Panglia currently added as optional because of the big disclaimer at the top stating that it's still "early release, not completely finished", and later clarifies "very early access", seems to be the most likely to have some massive changes down the line

17 days ago
(updated 17 days ago)

Can Pelagos be an optional world? It changes boats from the cargo ship mod to require sealant, which makes boats unavailable for Nauvis until you get to space, which doesn't really make sense. EDIT: Sorry, just saw the FAQ and followed the instructions after I already made this post.

17 days ago
(updated 17 days ago)

Hmm... this might be an issue to bring up to the Pelagos mod author.

For some reason, I had assumed that their recent inclusion of Distant Shores (which added a standalone wooden ship) would provide an alternative to use on Nauvis before reaching Pelagos, but they bundled it as part of the planetary unlock for Pelagos instead, despite the simplicity of the recipe.

There don't appear to be any settings to modify this behavior either... I don't think locking Cargo Ships behind Pelagos is entirely a bad thing, since that's the primary mechanic of the planet, and there are plenty of other planet mods that 'steal' other mod-added technologies away from Nauvis to use as part of their planetary unlocks. I do believe there should be an early game boat as an alternative though, maybe just keeping the train-like functionality locked behind Pelagos, while allowing regular water-based travel beforehand.

EDIT: Just saw your edit, and thanks for utilizing the FAQ! You're the first one to mention it so far, and I'm glad it could help lol

17 days ago

Yeah I figure the mod author has their reasoning, it's just that I changed the terrain settings to add more water to Nauvis so I could use the boats there. I agree that an early game boat would be a good compromise, but for now I've already removed the planet. Thanks for the quick response!

17 days ago

Yeah, I know the feeling; I do that pretty often myself as well, adding more water terrain to Nauvis. I ended up opening a new thread myself, to see if I could either get the rationale behind it, or to see if a setting is already on the roadmap, or soon to be on the roadmap for Pelagos.

16 days ago
(updated 16 days ago)

Yeah I figure the mod author has their reasoning, it's just that I changed the terrain settings to add more water to Nauvis so I could use the boats there. I agree that an early game boat would be a good compromise, but for now I've already removed the planet. Thanks for the quick response!

Hi
I am the author of mentioned mod
My reasoning is that Pelagos is the planet where you unlock the ship, that's why all ships are moved there
in 0.15.0 i will add setting to add galleon recipe to "steel axe" research for cases mentioned in that thread
so you have something before going there

Planet itself was created because nauvis don't work that well with island generation, and I tried to make it work before, also because I was a bit sad that wayward changes gleba in a way that makes me like it less.

Generally If you start new game and want do use ships from get go with pelagos then recomended way is to try Any Planet Start.
Pelagos has full support of any planet start mod. And I am currently in run with it to be extra sure if everything is smooth.
This way you will have ships when you land on nauvis, and in case you play with wayward seas.

It also in my opinion safe to add/remove planet mid play. I keep same entity names as mods pelagos depend on, and don't tinker a lot with vanilla game, because I don't like when mods change recipes critical for base game.
So planet it self is relatively isolated in tech tree.

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