Eneas


Above the clouds of Nauvis lies the ancient moon Eneas. Not only does it hold secrets concerning the history of this star system, it is also home to an enigmatic machine called unit-05. Eneas does not modify vanilla content, only adds new items and recipes. It also contains improvements to early game progression and a database for factorio lore enthusiasts. >0.6.11 should fix multiplayer issues but keep me updated

Content
2 days ago
2.0 - 2.1
7.19K
Planets

b You forgor to set DEBUG_MODE back to false

a month ago

local DEBUG_MODE = true -- TEMP: set back to false when done testing

a month ago

whoops thanks

a month ago

[nauvis] 14 crashed fragments (14 out of a total of 80)
I hope you can add localization files instead of hardcoding text directly into the source code, which will make the mod friendlier for players from all regions.
I also have another suggestion: could you design this mod to be as self-contained as most other planet mods?
For instance, lock all Eneas-related technologies behind completion of the asteroid collector research to strengthen the modular independence of the design.
Additionally, I believe it would be more logical to spawn fragments exclusively on Eneas. Players would travel to Eneas, mine these fragments, and then unlock the associated technologies.
This approach would make Eneas a fully standalone celestial body, greatly simplifying modpack creation and creating far clearer tech dependency logic.

a month ago

Hey there! I definitely hear your feedback, and I have some thoughts since this is not the first time these suggestions have been made. Here is what I think:

Eneas was designed to work slightly differently from other planet mods and that was a conscious choice by me to explore new ideas and features that you could not get anywhere else. Removing these features entirely to make Eneas fall in line with the other mods is therefore a hard no from me, since that defeats the entire purpose of why I created this mod in the first place. Eneas is already minimally invasive, can be completely ignored, does not change any vanilla recipes and simply adds optional content that is meant to be experienced complementary to vanilla space age.

What I am willing to do and have been working on currently, is to have greater customization options using settings so that you can decide yourself what you want Eneas to do. Some of these are already in the current build, and I am planning to give full control over most features introduced in the mod eventually. So in the next coming updates you will be able turn off the time based events, turn off messages and interactions etc.

However I will not be reworking the existing mechanics to work around these settings. For example, if you disable debris spawning on Nauvis that will simply remove them from the game entirely and not relocate them to Eneas as that does not make sense from both a lore and a gameplay perspective. Adjusting the tech tree to keep the game playable would be needed of course, but anything beyond that will not happen since this is not the intended way to experience the mod

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