Planet Maraxsis


Dive into the uncharted waters of Maraxsis, a world where the sea covers everything. Utilize submarines to explore, craft advanced fluids inside the hydro plant, build pressure domes, and master the challenges of deep-sea logistics. Maraxsis is a polished and complete mod that minimally effects the vanilla game, so is easy to include in existing saves. MIGRATION: This mod has changed significantly in the update from 2.0 to 2.1. Old saves will need cleanup unless you use version 1.33.0!

Content
3 hours ago
2.0 - 2.1
76.1K
Factorio: Space Age Icon Space Age Mod
Planets Transportation Logistics Environment Mining Fluids Manufacturing

FAQ

Q: At what point in a playthrough should I visit Maraxsis?

You can visit as soon as Vulcanus, Fulgora, and Gleba sciences are automated, however most players wait until after Aquilo.

Q: I'd like to play Maraxsis but I don't have an appropriate Space Age save.

You can use the Maraxsis Start mod to spawn on Maraxsis and reorganize the tech tree.

Q: How did you pick the name Maraxsis?

The name "Maraxsis" draws inspiration from Frank Herbert's Arrakis. The two worlds can be considered "equal but opposite". Both lack essential resources; land on Maraxsis, water on Arrakis; making survival difficult. Arid -> Arrakis, Marine -> Maraxsis

Q: Why are there no roboports?

The pressure dome is a roboport.

Q: How do I make power?

You can start with solar panels, and later switch to geothermal power in the trench.

Q: How do I get started?

Your first goal is to get a pressure dome up and running. You need to use a chemical plant to unbarrel your first atmosphere and pump it into the regulator. Now that the regulator is running, most machines will function as-normal within the dome.

Q: What items should I bring?

  • Lots of tungsten
  • Processing units
  • Chemical plants
  • Cliff explosives
  • Mining drills
  • Diesel submarines
  • Lots of atmosphere barrels
  • Some heavy oil barrels
  • Pipes & Pumps
  • Solar panels
  • Offshore pumps
  • Foundries
  • Agricultural towers
  • Belts
  • Power poles
  • Bulk inserters
  • Quality modules

Q: What items should I not bring?

  • Trains
  • Radars
  • Roboports

Q: What rewards are on Maraxsis?

  • An infinite tech that allows more cargo landing pads.
  • An infinite tech that gives productivity when crafting glass.
  • A way to recycle extra stone into uranium on Vulcanus.
  • Better pipes.
  • Automate item deliveries with spidertron schedules and patrols.
  • An advanced beacon that accepts quality modules.
  • Depth charges and torpedoes.
  • Advanced scuba gear.
  • Unlock the hydro plant to craft some machines with 50% built in quality, as well as providing efficient recipes for the 6 basic science packs.
  • Really REALLY big cliff explosives.
  • Better recipes for grenades and holmium.

Q: Where are the enemies in the trench?

  • Work in progress :)

Q: How long does my oxygen last?

  • 10 minutes on the surface, 15 seconds in the trench. You always have infinite oxygen while inside a submarine, if the sub has fuel. Pressure domes refill your oxygen bar as long as they have an active regulator. If you die you respawn with only 25% of the oxygen bar refilled.

Q: How to I find the trench entrance?

  • The trench is always located at the lowest elevation point on the map. Just follow the perpendicular to the cliff contours and you are guaranteed to reach it eventually.