Lignumis


Dive into the world of Lignumis, a moon of Nauvis offering only the most basic technologies.

Content
6 days ago
2.0
12.7K
Factorio: Space Age Icon Space Age Mod
Planets Logistics Environment Mining Fluids Manufacturing

i Compat with On Wayward Seas

7 months ago
(updated 7 months ago)

the mod On Wayward Seas (https://mods.factorio.com/mod/wayward-seas) has multiple things to make Glebna both easier and more rewarding to build on. This includes "cultivated water cane" which can only be built on wetland and at Glebna pressure.

(I plan to post a thread on their mod page as well and mention this exact behavior, as well as my ideas and hopefully we can figure out a solution because I think this could be really interesting)

Since the wood flooring is probably meant as both a wood sink and an early footpath, what if:
When On Wayward Seas is installed (or Dredgeworks, since that is a requirement), the wooden flooring is made more expensive and "floating", so it'll work like the refined concrete in that mod where it's place-able over water, but wooden platform can't be placed on land.
That makes a "fulgora islands" style of map generation feasible for Lignumis (a baby Norbert is still wet behind the ears, right?) and for balance maybe make it so the wooden platform can only have wooden industry built on it and landfill (later refined concrete) is for the heavier stuff.

Also, I will mention this there too, if after visiting Glebna you want a manner to locally produce iron and copper, the cuttlepop and sunnycomb from Wayward Seas could be changed to a range of pressures between 1000 and 2000,, and the pressure on Lignumis could be adjusted a bit to match that range so we can simulate spreading alien fungal species to new surfaces for industrial profit.

There's also volatile resin from that mod that could be useful in later game in flamers on Linumis that I plan to mention.

Also, making these changes dependent on the presence of the Dredgeworks and/or On Wayward Seas mods won't affect balance in the main branch and can be compartmentalized to whether or not floating industry exists elsewhere in the galaxy.

Also also, Cargo Ships is a dependency in that mod, if you wanted "later game" oil accessible on Lignumis a little easier when it's all islands and floating wooden platforms; there's a "offshore oil" resource with that mod that's accessible with either some form of foundation and pumpjack or an offshore rig after chemical science.

I haven't even gotten to steam science but I know this will most definitely be a large number of hours sunk into this play through.

I might ask later if Planet Picker will be supported for multiplayer games once I convince a few friends to suffer with me... I will let you know how it goes.

7 months ago

So many ideas. The list never gets empty 😊

About wood flooring on water: The wood flooring comes in with a dependency. So this mod would not be the right place to implement it.

The idea that mid game Oil would be added somehow sounds attractive, but would also make the current rocket fuel recipe superfluous as it's inferior to the vanilla one. But as a late game addition it could be interesting.

I've played with dredgeworks before, but not on wayward seas. Sounds like I should try it. I'm not really qualified to discuss the ideas without knowing what it's about.

I'm going to add more compatibility code for other mods soon and I think I should look at your ideas again when I do that.

Thanks so far. I'm always grateful for feedback and new ideas. Alas I cannot realize all of them.

7 months ago

Kubius said they would change their watercane eventually, so it can be fixed much more straightforward.

Planet Picker causes a crash on planet gen because it lets you pick in multiplayer and your mod needs it to be Lignumis because of the crash site holding vital equipment being spawned by character generation on the planet, uh...
But it does work once the surface is generated, haven't had anyone join yet to test if someone else can start on another planet simultaneously, so idk if it crashes there as well, but tbh it's not really fitting to the theme of this mod anyways so I don't think compatibility is necessary but leaving it as a jank loophole isn't terrible either because someone has to start there for it to work anyways

Also Muluna changed stuff and the migration broke on loading that last saved game, so I had to restart but I decided not to suffer and edited myself back to just before researching the rocket. So the milestone times, if I post any, are about 8 hours off.

the wood pulp is a good idea, I love it tbh. I would not be opposed to the ability to make some oil products from wood pulp being an after-Glebna research, because once you've been there and the easy first planet, you're pretty capable of making oil almost anywhere by dropping coal from space platforms and a few barrels to seed the process.

Also naming it "moist biomass" might be a little more fitting with future ideas of it being used in other recipes, like making spoilage from it, or getting some trace sulfur somehow with the wood pulp...

7 months ago

I added planet picker on the todo list. I'm not the one to judge how people play. One person starting somewhere else sounds reasonable. Just not Nauvis. That makes no sense 😋

On Wayward Seas is also on the list.
Oil as late-game mechanic as well.
And moist biomass.

6 months ago

I added compatibility for Planet Picker (not released yet).

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