🌐 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
6 days ago
2.0
7.52K
Planets

i [Info] Planet requirements list

a month ago
(updated 8 days ago)

It would be most helpful to have some kind of information listed which planets I can go without anything, and which require external shipments.

So far what I found:

  • Lignumis (optional mod) - starting moon so you have to start raw
  • Muluna (optional mod) - your choice
  • Corrundum - your choice
  • Cerys - forces you to go raw, tech needed for external shipments (except construction bots)
  • Arig - forces you to go raw, tech needed for external shipments (except construction bots)
  • Igrys - forces you to ship stuff from outside to get started
  • Cubium - forces you to ship stuff from outside to get started
  • Moshine - you can technically go raw, but it's a lot harder. Iron is mostly available as melted iron lakes, and you need to import Foundries to access it, but there's iron in rocks if you really insist
  • Rubia - forces you to go raw, tech needed for external shipments; but you also need very strong armor or it just kills you (you get in-game warning before landing if you're too weak)
  • Maraxsis: post-Aquilo planet, expects external shipments (including atmosphere, barreled from other planets)

And vanilla planets:

  • Nauvis - starting planet (unless you play with Lingumis) so you have to start raw
  • Vulcanus - your choice, easy to start raw
  • Fulgora - your choice, easy to start raw
  • Gleba - your choice, but it's hard to start raw, so external shipments recommended
  • Aquilo - external shipments required
a month ago
(updated a month ago)

Thank you for the preliminary information, and yes that would be incredibly helpful, and something I've wanted to write up (see here for some other preliminary info I've documented so far)

I can easily add to that list with:

  • Maraxsis: post-Aquilo planet, expects external shipments (including atmosphere, barreled from other planets)

I don't have the most time to write up something lengthy and informative though, like I would want to specify what players might ideally want to bring for certain planets, like chemical plants for Muluna (incredibly slow process to make from scratch), and what type of machines to avoid bringing (to Pelagos, for example, due to em wave pollution that spreads massively over water, triggering unexpected attacks across the sea)

For Cerys, Arig, and Rubia, I'd want to note specifically that they are cargo-drop-restricted, and that Cerys makes exceptions for personal construction bots.

Definitely a topic I would want to return to, just not enough time to write things up atm

a month ago

I can keep this list updated as I go to new planets, but I have limited time for play so it would be best if other people contributed too.

Muluna has chemical plants, solar panels, and other goodies to get you started in cargo pods near start point, so you really don't need anything.

a month ago
(updated a month ago)

Muluna has chemical plants, solar panels, and other goodies to get you started in cargo pods near start point, so you really don't need anything.

It's not enough... at least, it wasn't for me.

I played through Muluna with cargo drops restricted (forgot that I had enabled that setting at the time), and I needed to make so many more chemical plants than you start with, in order to make a reasonable amount of wood via Greenhouse tree growth (an extremely slow recipe that barely trickles out trees) and then another dozen to turn the wood into cellulite, and then into petroleum gas, in order to make the plastic needed for the LDS needed to fuel the rocket and get space science back to Nauvis

It's possible that I may have overbuilt (I used Factory Planner to try and get the ideal ratios for everything), but without being able to use supplies from nauvis, it was a slow and arduous task. I would not recommend coming without a healthy supply of chem plants.

EDIT: I forget why I didn't/wasn't able to use greenhouses at the time... that would have cut my chem plant requirement in half, but there was something preventing me at the time, some kind of setting or mod interaction... That part of the playthrough was months ago, I can't recall at this point

a month ago

It sounds way overbuilt, unless there were some extra mods that added difficulty. Looking at my old save, my Muluna base when I left it had 32 chem factories (half doing ice melting and idle, not even sure why I had that many), 5 greenhouses, and had a small mall, some robots, one rocket launch pad, and 130spm of space science, way more than Nauvis could consume at that point anyway.

But that's probably a matter of playstyle, I really don't really want to overbuild or care about ratios before I unlock foundries and electromagnetic plants, as I'd be tearing everything down anyway.

I don't think I ever shipped anything from Nauvis, first shipments were from Fulgora and Vulcanus.

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